PRIVIfl Official Game Guide
MEDAL of HONOR
Airborne
i*
imKSHMP
ISBN: 978-0-7615-5450-9
Library of Congress Catalog Card Number: 2006934401
Printed in the United States of America
06
07
08 09 LL 10 9 8 7 6 5 4 3 2 1
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without written permission from Electronic Arts Inc.
Prima Games
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www.primagames.com
© 2007 Electronic Arts Inc. EA, the EA logo, and Medal of Honor Airborne are trademarks or
registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. Medal of Honor
is a trademark or registered trademark of Electronic Arts Inc. in the U.S. and/or other countries
for computer and video game products. All Rights Reserved. All other trademarks are the
property of their respective owners.
Product Manager: Todd Manning
Editor: Rebecca Chastain
Copyeditor: Sara Wilson
Design and Layout: Calibre Grafix, LLC
Manufacturing: Suzanne Goodwin
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are trademarks owned by the Entertainment Software Association, and may only be used with
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Important:
Prima Games has made every effort to determine that the information contained in this book is
accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy,
effectiveness, or completeness of the material in this book; nor does the publisher assume liability
for damages, either incidental or consequential, that may result from using the information in
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Author Bio
Michael Knight has worked in the computer/video game industry since 1994 and
has been an author with Prima Games for ten years, writing over 60 guides during
this time. Michael has used both his degree in Military History and experience as
a high school teacher to formulate and devise effective strategies and tactics for
hit titles such as the Tom Clancy’s Rainbow Six and Hitman series. He has also
authored several titles in the Star Wars universe including Star Wars Republic
Commando, Star Wars Episode III: Revenge of the Sith, Star Wars Battlefront II, and Star
Empire at War. Michael has also developed scenarios/missions and written game manuals
Red Storm Entertainment, and Novalogic.
When he is not busy at work on an upcoming strategy guide, Michael likes to spend time
with his wife and four children at their home in Northern California. It was with their help that
Michael used his abilities and experience to write three travel/strategy guides on Disneyland and
Southern California, in which he developed tips and hints to help vacationing families save time
and money while maximizing their fun.
We want to hear from you! E-mail comments and feedback to mknight@primagames.com.
Wars:
for SSI,
MEDAL 11 ' HONOR
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the 82nd airborne division 4
Airborne Training.. 6
The Interface 6
The Compass 6
The Health Meter 6
Weapons Information 7
List of Objectives 7
Jump School •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••« 7
Basics of Parachuting 7
Ft. Benning Jump School 9
Combat Basics 9
Movement 9
Combat 10
The Armor?. ..... ..... 14
Weapon Awards 14
Submachine Guns 14
Weapons Stats 15
M1928 Thompson 15
MP40 MaschinenPistole 16
Rifles 17
Ml Garand 17
K98k Karabiner Kurtz 18
Automatic Rifles 19
M1918 Browning Automatic Rifle (BAR) 19
StG.44 SturmGewehr 20
Sniper Rifles 21
M1903 Springfield Sniper 21
G43 Gewehr 22
Pistols 23
M1911 Colt .45 Pistol 23
C96 Mauser 24
Anti-Tank 25
M18 Recoilless Rifle 25
RPzB 54 Panzerschreck 26
Close Combat 27
M12 Shotgun 27
Grenades 28
No.82 Gammon Grenade 28
MKII Fragmentation Grenade 28
Model 24 Stielhandgranate 29
the Enemy 30
The Artificial Intelligence 30
Italian Blackshirt 30
Vicecapo Blackshirt 31
Tropical Heer Infantry 31
Ilccr Officer ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••« 32
European Heer Infantry 32
Waffen Infantry 33
Waffen Officer 33
Waffen Senior Trooper 34
Waffen Storm Leader 34
Fallschirmjager Infantry 35
Fallschirmjager Commander 35
Fallschirmjager Sniper 36
Panzergrenadier 36
Nazi Storm Elite 37
AIRBORNE 'WAREARE TACTICS 38
Jumping into a Mission 38
Where to Land 38
Landing Spot Factors 39
Using the Right Weapon 40
U sing Cov er ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 41
Flanking the Enemy 42
Using Elevation 42
George Marshall and Tactics 43
Enemy Tactics 44
Using Your Allies 45
Develop Your Own Tactics 46
^^RiM AOffiSaiGame Guide ^
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operation Husky . .....
Secure the Town of Adanti
The North tjrate ........................................
Repel the Enemy Counterattack
operahonavaianchi
Secure the Paestum Ruins
Operation Neptune
Secure the Audoueville Battery
OPERATION MARKET GARDEN
Secure the Town of Nijmegan
Sabotage the Bridge Demolitions Equipment
Operation varsity.
Secure the Factory Drop Zone
DERpLAKTURM.
Secure the Flak Tower
Multiplayer.,
Setting Up a Game
Map
Upgrades.
46
The Maps
169
52
Husky
..169
64
Avalanche
..170
67
Neptune
..171
««#«« 68
Destroyed Village
..172
72
The Hunt
..173
.....86
Remagen
..174
90
Awards
176
104
Stars
176
...108
Medals
176
...113
Soldier Medal
..176
...120
Legion of Merit
..176
... 124
World War II Victory Medal
..176
...136
Bronze Star
..176
...140
Silver Star
..176
...164
Distinguished Service Cross
..176
... 164
Xhox 360 Achievements
177
164
Single-player Achievements
..177
164
Multiplayer Achievements
..178
164
DEVELOPER INTERVIEWS
.180
164
Patrick Gilmore—
164
Executive Producer and VP.
.180
164
Chris Busse— Producer
.181
164
Ken Harsha— Production Designer
.182
164
Rex Dickson— Lead Designer
.183
,...165
Michael Licht— Mission Lead
.184
165
Timothy Ford — Lead AI Designer,
Software Engineer
185
ibo
Tom Hess— Multiplayer
165
Gameplay Producer
.186
...165
BlBLIOG RAP HY . 192
...165
...166
...167
167
168
168
168
168
a 1
primagames*cam ^
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■*MEDAU>' HONOR*
'A'l RB©RNE
The roots of the American paratrooper go back to the final days of World War I. When the Meuse-Argonne offensive was
stalled in October 1918, Billy Mitchell, a major proponent of aviation, approached General Pershing, the commander of the
American Expeditionary Force. Mitchell proposed that soldiers from the 1st Infantry Division be loaded onto light bombers
and dropped by parachute behind enemy lines. Unfortunately, the stalemate was broken before the idea could be imple-
mented and the war was over the following month.
The 82nd Infantry Division was originally formed in 1917 during
World War I. Since its members came from all 48 states, the
unit was nicknamed the “All Americans.”
During U.S. Army training maneuvers in the latter half of
the 1 930s, some young officers began to consider using
airborne troops to secure vital objectives behind enemy lines
as a prelude to a larger ground offensive. However, it was
not until the spring of 1940 that the U.S. Army got serious
about paratroopers.
As the opening wave of the blitzkrieg in western Europe,
German paratroopers dropped on the Belgian fortresses
at Eben Emael and, in a matter of minutes, rendered
them useless. They opened the way for German troops
to pour across the border. The German Fallschirmjager
(paratrooper] had proven airborne units could attack behind
enemy lines to catch the enemy unaware. Furthermore,
paratroopers could be used for more than raids. The
attacks along the border illustrated their usefulness in
supporting the actions of ground troops as part of a larger
strategy.
Across the Atlantic, several people were studying the
German’s use of paratroopers with great interest. In the
summer of 1940, General George Marshall, chief of staff of
the U.S. Army, decided to create a parachute test platoon
of 50 soldiers at Fort Benning, Georgia. Their job was
to create procedures for paratroopers, including how to
safely jump from a plane. After testing different methods
and theories, they developed a training program as well as
the way paratroopers would be used in combat. By the fall
of that year, a parachute infantry battalion was created
to further study how larger units of paratroopers would
operate in combat situations. One of the challenges was
assembling units after a drop so they could then carry out
their objectives.
On May 20, 1 941 , the German paratroopers were once
again used. This time their target was the Mediterranean
island of Crete. More than 10,000 paratroopers and
glider infantry assaulted the British-held island. Although
seaborne German troops were supposed to land to help
with the invasion, they were turned back by the British Royal
Navy. However, the German airborne forces succeeded
in capturing the island against an enemy force more than
twice as large as their own.
The German paratroopers suffered heavy casualties,
resulting in Crete being the last German airborne operation.
However, Marshall saw the value of larger units of
paratroopers for carrying out big roles during invasions.
He had his eye on the 82nd Infantry Division. Activated in
March 1942, its command was given to General Matthew
Ridgeway in August and redesignated the 82nd Airborne
Division. It was so successful in changing over to this new
type of unit that many of its men were transferred a few
months later to create the 101st Airborne Division.
The 82nd Airborne Division was sent to North Africa in
April 1943. Although they did not take part in Operation
Torch (the landings in North Africa), they trained and
prepared for their first combat jump. On July 9, 1943,
the division parachuted into Sicily to help prevent enemy
reinforcements from getting to the beaches where other
Allied units were landing. Two months later, the 82nd
dropped into Salerno, Italy to help secure the beachhead
against German counterattacks.
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“The All-American” Soldier
(The song of the 82nd. Airborne Division)
Words by Sgt. Carl Sigman
We’re All American, and proud to be;
For we’re the soldiers of liberty.
Some ride the gliders through the enemy,
Others are sky paratroopers.
We’re All American, and fight we will
Till all the guns of the foe are still.
Airborne, from the skies of blue
We’re coming through —
Make your jumps, Take your bumps—
Let’s go.
Chorus
Put on your boots,
Your parachutes —
Get all those gliders ready
To attack today;
For we’ll be gone
Into the dawn
To fight ’em all
The 82nd way— Yes
(Repeat chorus)
^3
By November 1943, the 82nd Airborne was pulled
back to England to prepare for their role in the Normandy
invasion. On the night of June 5-6, 1944, the division,
along with the 101st Airborne and British 6th Airborne
divisions, landed. They were some of the first men to fight
on this historic day. The division was finally pulled back
to England after 33 days of action. During that time, the
division received no replacements or reinforcements. It
suffered more than 5,000 men killed, wounded, or missing.
However, it completed every mission and no ground that
they captured was ever lost to the enemy.
The 82nd was assigned the middle part of Operation
Market Garden between Grave and Nijmegan, jumping into
Holland on September 17, 1944. During the Battle of the
Bulge in December 1 944, the division was rushed to the
Ardennes to help stop the German offensive and turn it
back. At the end of the war, the 82nd was send to Berlin to
take part in the occupation of Germany.
Since that time, the 82nd Airborne Division has continued
to be an active unit. Calling Fort Bragg, North Carolina
home, the 82nd Airborne is America’s fast reaction force,
ready to deploy in a moment’s notice. The division has seen
action in Central America, Vietnam, the Caribbean, and
the Middle East. Recently, they have been sent to both
Afghanistan and Iraq.
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ci | lONOU™
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So you want to volunteer to be a paratrooper. Before you
can pin on those silver jump wings and blouse your pants
into your boots, you have some things to learn. That is why
you are here for training.
The first thing you must know before you go jumping out of a
perfectly good airplane and dropping in on people who want
to kill you is how to keep track of your current situation as
well as your surroundings. To help make this easier, Medal
of Honor Airborne has provided a very intuitive interface
that appears on your screen and provides all the information
you need to know.
TteCQMMS
The compass is located in your screen’s lower left corner. It
contains a lot of information that will help you complete your
missions. First off, the “N” on the compass indicates the
direction of north in relation to you. The top of the compass
is the direction you are facing, so if north is at nine o’clock,
for example, you are facing due east.
Icons on the compass provide additional information. The
white arrow in the center represents you as well as your
facing which is always toward the top of the compass.
Green dots represent nearby allies. The closer they are to
the center of the compass the closer they are to you. These
dots also show the location of these soldiers in relation to
you. When the dots are above the white arrow, they are
in front of you. Under it, they are behind you. Red German
crosses represent enemies. Gold stars show the locations
of objectives. If the objective is not close enough to appear
on the compass, then it is represented by a golden arrow
around the edge of the compass showing the direction to
that objective.
Because every mission has multiple elevations, it is important to
know if enemies are on the same level as you. If they are, their
icons on the compass will appear bright red. If they are above
or below you, the icons will be a faded red. The same goes for
allies and objectives — faded colors show that these are on a
different level than you are on.
Tm HML1H MraiL
The health meter is below the compass. To the right of
the red cross are four blue segments. Your total health is
divided among these segments. As you take damage, the
segment on the right begins to drain. If it drains completely,
then the next segment on the right begins to drain. When
all segments are completely drained, you are dead.
After taking damage and losing some health from one of
the segments, if you stop taking damage for a period of time
(you move into cover or the threat has been eliminated),
that partially depleted segment will begin to recover health.
However, segments that were completely depleted remain
so. The only way to restore these depleted segments is to
pick up a health kit. Each health kit restores one segment
of health. Health crates, usually found near landings zones,
restore all of your health.
The amount of health with which you begin a mission,
as well as how long you must stop taking damage before
recovering health, depends on which difficulty level you are
playing. At easier levels, you begin with more health and
regenerate partially depleted segments faster.
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ILJEST ©if Oiipctms
The interface on the screen also provides information
about your weapons. Current weapons are shown near the
screen’s bottom right side. Icons represent the currently
selected grenade and weapon. Below the grenade icon is
the number of grenades you have remaining of that type.
The two numbers below the weapon icon shows how many
rounds you have remaining in your magazine as well as how
many additional rounds you are carrying for reloading.
As you use your weapons to kill enemies, you receive
kill points which are used to earn weapon rewards — these
upgrade your weapon. The weapon icons begin as white
outlines. However, they begin to fill with blue as you score
kill points. When the icon is completely filled, you receive the
weapon award as well as an upgrade. For more information
on weapon awards and upgrades, see the next chapter, The
Armory.
The reticle in the center of the screen consists of four
lines that give you an idea of where your weapon is aimed
as well as where your round will hit when fired. The closer
these lines are together, the more accurate your fire.
However, as you move these lines begin to move apart,
representing a decrease in accuracy.
During a mission,
it is a good idea to
check periodically
to see what you still
need to accomplish.
When you pause the
game, the Objective
screen appears. This
lists all the objectives
that you have been
ordered to complete so far. Next to each objective is a gold
star. When that objective is completed, the star appears
faded. Some objectives require multiple actions. For example,
you may have to destroy AA guns at a specific location. To
the right of the objective, it lists how many of these targets
remain before that objective is fully completed. Be sure to
check this screen often to stay on task.
Since you will be jumping into every mission, it is important
to know how to parachute well. Therefore, before you head
off to Sicily for your first mission, a training center has been
established in North Africa at Kairouan where you can do
three training jumps.
Jumping out of an
airplane is one of the
safest things a man
can do — as long as
he follows proper
procedure. You
always begin inside a
C-47 transport. The
jumpmaster stands
near the doorway.
As your plane approaches your drop zone, the pilot turns
on the red light. That is the signal for all the paratroopers
in your stick to stand and hook up their static line. The
green light indicates you are over the drop zone and the
stick begins to jump out of the plane, one paratrooper after
another. Move forward and then continue to move right out
the door to jump.
If you stand in the doorway
and fail to jump, the
jumpmaster or another
paratrooper will help out by
giving you a push.
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I^Mi nAI 1 ■! IIONOU*
Iwfrb©rnE
Steering the Parachute
After you jump
out the door, your
parachute opens
automatically. You
can then use the
movement controls
to steer the
parachute forward
or back as well as
sideslip to the right
or left. The aiming controls are used to look up and down as
well as to rotate or turn you while in the air.
For the first drop, you see a bull’s-eye on the ground
below. A green smoke grenade is in the center. Green
smoke indicates a secure zone, or SZ. Steer your parachute
so that you land right in the center of the bull’s-eye.
You may botch this first
landing, but that is okay. A
botched landing means you
did not stay on your feet
and it takes a few seconds
to get out of your parachute
and ready to fight. During
combat, it is important to avoid botching landings — especially
when enemies are near or you may be dead before you even get
a chance to fire your weapon.
For your second training jump, you practice flaring.
This time, your SZ is to the right of the bull’s-eye. Quickly
locate the green smoke and center yourself over it. As you
approach the ground, move forward and press the Flare
button. If you do it correctly, you will receive a message that
you flared the landing.
Greased Landing
While flaring results in a soft landing, a greased landing
gets you out of your chute as quickly as possible. Essentially,
you are landing in a forward run with your parachute behind,
so as soon as you release the chute, it flies right off you,
leaving you ready to fight almost immediately. To perform a
greased landing, you must land on level ground and move
forward as you are landing. Do not flare as you approach
the ground.
The last training jump is a bit tougher. There are three
platforms located around the bull’s-eye. Flare right as you
jump to slow down your descent, giving you time to look
around and locate one of these platforms. Pick one and
then move toward it. However, unlike before, drop short of
it. Then as you get closer, move forward so you are moving
over it as you touch down. If you do it correctly, you will
perform a greased landing. Notice how quickly you bring up
your weapon.
FLARING
Another action you can perform while dropping is the flare.
To do this, press the Flare button to pull up on the risers.
This action slows down your rate of descent as well as your
forward motion. Flaring can be used during a jump to stay
up in the air longer allowing you to travel farther across an
area before landing. A flare only lasts for a second or two,
so you may need to flare multiple times. Just remember
that it also slows down your forward movement as well. The
main reason to flare is for a softer landing. Just as you are
about to hit the ground, move forward and press the Flare
button. This results in a flared landing that allows you to
stay on your feet and get your chute off much quicker than
a botched landing.
You are scored on each of
your training jumps, for a
maximum of 50 points each.
The closer you get to the
target, the more points you
earn. For the first and third
jumps, you want to land right
on the smoke grenade. However, for the second jump, you want
to flare along the arrow on the SZ, landing right at its tip. If you
get near-perfect landings on all jumps, you can earn gold wings.
Silver and bronze wings are awarded to those who are not as
accurate.
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Every single paratrooper, from the lowest private up to generals,
had to go through jump school at Ft. Benning in Georgia. These
men were all volunteers who had at least gone through basic
training or may have been in the Army for a number of years.
During the four weeks of jump school, these soldiers and officers
learned how to pack their own chutes, ride in an airplane and then
jump out of it, control their chute during the drop, land safely,
meet up with their fellow paratroopers on the ground, and finally
how to complete their mission.
The first week of jump school consisted of physical conditioning.
The men ran everywhere and went through the obstacle course on
a regular basis. In fact, while waiting for dinner, they could either
stand at attention or do the obstacle course. Not only did this get
the troops in good condition, it also helped weed out those who
could not take the intense training.
The second week focused on the skills and techniques needed
to parachute safely. They practiced jumping out of mock doors
set up just above the ground and even sliding down wires from
35-foot tall towers to practice their landings.
During the third week, lessons included packing the
parachutes; every trooper packed his own. Practice drops were
now from 250-foot tall towers. They could practice controlling
the parachute and the various steps involved in a jump, from
embarking on plane to gathering up the chute upon landing.
The final week was the real thing, with five actual drops from
an airplane. The first was from 1,200 feet, the second from 1,000
feet, the next two from 800 feet, and the final jump from 1,000
feet again, but this time at night. Following completion of the
night jump, the soldier was a paratrooper and could wear the
silver jump wings.
Now that you know how to get from the airplane to the
ground, it is time we discuss what to do once you have
landed.
WALKING AND SPRINTING
Moving around during a mission is fairly simple. By default,
you walk while your body is in a standing, upright stance.
You can move forward and back as well as strafe to the
right and left. To move faster, press the Sprint button. You
can sprint as long as you want. However, you can’t fire your
weapon while sprinting.
Strafing
Strafing is essentially sidestepping. This is useful when you
want to move to one side, but still face the same direction.
Strafing is a good way to avoid enemy fire or a grenade
while still shooting at a target.
jimnagamesu
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Jumping
Jumping is useful for
quickly getting over
low obstacles or
across gaps. When
jumping across a
distance, it is best
to sprint toward the
edge and then jump.
This allows you to
jump farther than a
walking jump.
Crouching
Standing makes
you a big target.
While enemies are
around, it is better
to crouch down.
Although you move
slower in a crouch,
you are harder for
the enemy to hit and
can also hide behind
crates and low walls for protection. Pressing the Crouch
button toggles you between standing and crouching. While
crouched, you can still move and strafe normally.
Crouching when moving up
stairs allows you to reach
a higher level before your
head appears. This enables
you to take out enemies more
proficiently.
Crouching when moving
down stairs also has benefits, as you gain the same advantage:
You don’t expose yourself until you are almost at the bottom of
the steps. Lob a grenade over a stairwell without being seen to
take out enemies that normally could pose a serious threat of
ambush.
Unless you are certain you have cleared an area, it is best to
stay crouched at all times.
Crouch Sprint
During a firefight,
you may want to
move quickly from
one piece of cover
to another. That is
when the crouch
sprint comes in
handy. Rather than
standing, stay
crouched and press
the Sprint button as you move. You automatically stand and
sprint. Release the Sprint button at your destination to drop
down automatically back into a crouch. This saves the time
of pressing the Crouch button twice, and may help keep you
from getting hit by enemy fire.
Cover is any object
that protects you
from enemy fire.
It can be a wall, a
crate, a vehicle, or
even a building. The
missions are filled
with cover and using
it keeps you alive. The
enemy uses it and so
should you. If you crouch, you can use low objects for cover,
then strafe or stand to fire at enemies on the other side.
COVER
Shooting
Shooting is easy. Just press the Fire button or pull the
Fire trigger. However, shooting accurately and effectively
is another story. Moving greatly reduces your accuracy.
Therefore, stay still and crouched while firing. Be sure to
take careful aim at your target. This is especially important
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when using a bolt-action rifle because there is a wait
between shots while you chamber the next round. Even
though it may take extra time to aim, in the end, doing
so saves you time and health if you miss and have to take
another shot. Even when using semiautomatic rifles, be sure
to correct your aim after every shot.
When firing automatic weapons such as submachine guns,
machine guns, and automatic rifles, shoot in short bursts.
The recoil on these weapons makes the barrel rise. After
shooting a few rounds, you are no longer on target. While
spraying an area with automatic fire may seem like a good
thing to do, chances are you won’t get many hits — if any.
I RON SIGHTS
For even more
accuracy, use
ironsights. This
changes your view
so you are looking
right over the sights
of your weapon with
a bit of a zoom. The
reticle disappears
and you use the
actual weapon sight to aim. Hold down the Ironsights button
to access this view. When in ironsights, your rounds almost
always go right where you are aiming.
PEEKING AND LEANING
While in ironsights,
you do not move
normally. Instead,
your feet are fixed.
Strafing to the
right or left causes
you to lean in that
direction. If you are
crouched, moving
forward causes
you to peek up over a low piece of cover. Use peeking and
leaning while behind cover. This allows you to fire around or
over cover while exposing only a small part of your body.
If you want to actually move while in ironsights view, hold
down the Sprint button. Then you can move forward and
back as well as strafe rather than peeking and leaning.
Moving while crouched in ironsights is the most accurate way
to fire while in motion. It is slow, but it is a good strategy
when advancing on an enemy position. Aim at where you expect
enemies to appear as you move forward. Then you are ready to
fire as soon as they reveal themselves.
Sniper Rifles
If you are using a sniper rifle, your ironsights view is through
a scope with a crosshairs of some type. The scopes on
sniper rifles have an adjustable zoom. At wide zoom, you can
see a larger area. This is best for locating a target. Once
you have a target, increase your zoom for improved aiming.
To increase your accuracy and prevent the up and down rocking
of your crosshairs, control your breathing. If you are playing
on the PC, hold down the Hold Breath button. However, if you
are playing on the Kbox 360, squeeze the firing trigger slowly.
You will see two semicircles along the left side of your scope
view move toward the center. When they come together and
turn red, you have stopped all the up and down motion of the
crosshairs and have the most accurate shot possible. Squeeze
the trigger just a bit more to fire. This can be tough and takes
some practice, but it is worth it for getting headshots, which kill
almost all enemies with a single round.
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F HA l'i| fONOR™
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Reloading
Keep your weapon
fully loaded whenever
possible. Running
out of ammo in the
middle of a firefight
can be deadly for
you. Therefore,
after each quick
engagement, reload
so you have a full
magazine for the next engagement. This is especially true
for weapons that are slow to reload.
The Ml Garand is the only weapon you can’t top off with a new
clip. Instead, you must fire the complete clip before you can load
a new one. When using a Garand, just keep track of how many
rounds you have loaded at all times, or be ready to switch to a
different weapon if you run out.
Melee Attacks
If you run out of
ammo, or the enemy
is too close to shoot,
hit the enemy with
your weapon. To
do this, press the
Melee button. It
takes several hits
to kill an enemy this
way, so keep hitting
until he goes down. Of course, the enemy is probably hitting
you back. Some weapons can be upgraded with a bayonet or
dagger, such as the shotgun or MP40. These kill an enemy
with a single hit.
You can kill an enemy with a single blow if you sprint at him and
then hit him with a melee attack. In fact, the enemy often goes
flying.
Changing Weapons
As a paratrooper, you always carry a primary weapon, a
secondary weapon, and a pistol. You can cycle between
these three weapons by pressing the Weapon Cycle button.
Quickly select the correct weapon for the task at hand.
During the course of a mission, you can also pick up
weapons dropped by enemies or allies as well as weapons
that might be at caches or SZs. First select the weapon you
want to swap, then press the Action button to complete the
trade.
Tips from the Developer
When parachuting into a mission, try lining up
with an enemy below — such as one manning a
machine gun. Just as you are about to land on
top of the enemy, press the Melee button to deliver
a deadly blow with your boot, killing the enemy
instantly.
Grenades
Grenades are powerful when used correctly. Grenades
cause damage to everyone in their blast radius. However,
cover can protect the person from the blast if the cover
stands between the detonating grenade and the person.
All grenades have a five-second fuse. As soon as you press
the Fire button to throw the grenade, you activate the fuse.
Hold down the Fire button to “cook off” the grenade. This
lets the fuse count down. The main reason to cook grenades
is because the enemy runs away when a grenade lands at
their feet. Therefore, try to time it so the grenade explodes
before the enemy can react and escape. This takes some
practice, but makes grenades very effective.
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While you can count down yourself as you are cooking a
grenade, the ticking sound gets faster as the grenade gets
closer to detonation.
Throwing a grenade is an art in itself. You can adjust the
angle you throw it at by looking up and down. Grenades can
also be thrown to bounce off walls to go around corners
or get to places where the enemy is hiding outside of your
view. With some practice, you can throw grenades through
windows and around cover to hit the enemy where least
expected.
When playing on the Xbox 360, you can adjust the power
of your throw with the trigger. Pulling the trigger all the
way and then releasing throws the grenade with full power.
However, just barely pulling the trigger before releasing
merely drops the grenade at your feet. The reticle changes
in size to represent throwing strength. The larger the
reticule, the farther your throw.
If you time the grenade just right, you can get it to explode in
midair right above your target.
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■■MEDAL™ HONOR*
wirb©rnE
In Medal of Honor Airborne, you are a paratrooper. Every
job requires certain types of tools and equipment. Weapons
are the tools of a paratrooper. When you begin the cam-
paign, you are assigned a standard loadout of equipment — a
Thompson submachine gun, an Ml Garand rifle, a Colt .45
pistol, and four frag grenades. It is important to know how
best to use each of these weapons as well as when to use
them. During the course of the various missions, you will
be able to pick up different weapons. Some are dropped
with you while others you must acquire from fallen enemies.
Therefore, it is important to study each of the weapons you
will encounter.
As you fight against your enemies, you can earn weapon
awards. The icon of your weapon in the lower right corner
of the screen fills as you kill enemies. The amount it fills per
kill depends on the amount of death points you earn. You re-
ceive death points for killing an enemy, making a headshot,
making a melee kill, and for the amounts of kills you make
in quick succession (at a rate of one per second). Death
points are cumulative. Therefore, if you kill an enemy with
a headshot, you receive points for both the kill as well as
the headshot. Once your weapon icon is full, you will receive
the first award — Marksman. Fill up the icon again to receive
Sharpshooter, then a third time to earn the Expert award.
Every weapon can be upgraded. In order to improve your
weapons, you must earn weapon awards. When you achieve
Marksman, you get the first weapon upgrade. The subse-
quent upgrades are awarded when you earn Sharpshooter
and Expert awards. Upgrades can make your weapon more
accurate or give you more ammo. Upgrades also carry over
from mission to mission. Therefore, concentrate on using
only a few weapons to fully upgrade them and get an advan-
tage over your enemies.
Marksman Award
Sharpshooter Award
Expert Award
Submachine guns are essentially smaller machine guns that
can be carried around easily in battle. Firing a pistol-caliber
round, they lack the stopping power of a rifle. However, they
make up for this in rate of fire. Submachine guns fire with
an automatic action, meaning that they continue to fire as
long as you squeeze the trigger until you run out of ammo
in the magazine. This type of weapon is best used at close
range, though can also be somewhat effective at medium
range. During a mission, you should make sure you always
have a submachine gun with you.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Following are descriptions for the stats included for each
weapon.
Action: The method a new round is chambered after
each shot.
Accuracy: How likely a weapon will hit the target at
which it is aimed. The higher the value, the more likely.
Damage: The amount of damage inflicted on a target—
the higher the value, the more damage.
Rate of Fire: Representation of how many rounds a
weapon can fire in a set amount of time. The higher
the value, the greater the number of rounds.
Recoil: This represents the amount the weapon
moves off target after each shot. The higher the num-
ber, the more the barrel moves.
Reload Rate: This represents the amount of time it
takes to reload the weapon. The higher the number,
the faster the weapon is to reload.
Player Speed: This is the percentage of normal speed
that a player can move while carrying this weapon.
100 is full speed.
Ammo Capacity: This is the number of rounds the
weapon can carry in its magazine.
THOMPSON
The Tommy Gun, a deadly
submachine gun firing 700
rounds per minute, is effec-
tive at short range. The .45
ACP round delivers knock-
down power, but has a sig-
nificant recoil that requires
control.
WEAPON STATS
Action
Automatic
Accuracy
40
Damage
45
Rate of Fire
85
Recoil
65
Reload Rate
50
Player Speed
90
Ammo Capacity
30
The Thompson was originally designed as
a “trench broom” in response the type of
warfare that dominated WWI. Troops
could use this small machine gun to
latterly “sweep” a trench clear of enemies.
To minimize the effect of the recoil on your accuracy, fire
submachine guns in short bursts. After a few rounds, your
aim will be off so much that you won’t be hitting your target
anyway — only wasting ammo.
UPGRADES
Name
Effect
Description
USi
Front Pistol Grip
Improves Accuracy to 50
Forward hand grip provides more
accuracy and stability when firing in
full auto.
Cutts Compensator
Decreases recoil to 50
The compensator attaches to the
muzzle and deflects the blast upward,
reducing muzzle rise to a minimum.
Ku&
50 Round Drum Mag
Increases ammo capacity to 50
A huge cylindrical magazine increases
the volume of fire with 50 rounds.
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I^MinAI 1 ■! 1IONOU*
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This light recoil submachine
gun fires 500 rounds per
minute and is effective at
short range. The 9mm round
is accurate and easy to man-
age during rapid fire — but
causes less damage.
WEAPON STATS
Action
Automatic
Accuracy
55
Damage
40
Rate of Fire
55
Recoil
45
Reload Rate
40
Player Speed
95
Ammo Capacity
32
>. Germany had began to develop tactics that
2 fos called for mobile infantry with plenty of
‘ . gi automatic firepower — and the submachine gun
S ' T F-l was easy for untrained men to learn to use. In
1938, the Oberkommando der Wehrmacht (Wehrmacht High
Command, OKW) issued a specification for a submachine gun
suited to mobile warfare. The Germans chose an automatic-
fire-only design. In a nod to the future, the MP40 eschewed
wood in favor of plastic and employed a folding metal
butt. It retained the blow-back mechanism and
telescopic bolt assembly.
UPGRADES
Name
Effect
Description
Q
Dual Magazines
Increases reload rate to 70
Two magazines taped together allow
a quick reload with a fresh 32 mag at
the ready.
1.NJ
64 Round Magazine
Increases ammo capacity to 64
A prototype magazine assembly for the
MP40-II. Two magazines welded together
give a huge 64 round capacity.
SS Dagger
Increases melee damage
A close-combat melee weapon that can
kill in one strike.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Rifles are the main weapon of the infantry. Firing a larger round through a longer barrel, a rifle has a longer range, greater
accuracy, and more stopping power than a submachine gun. It takes only two hits to the body, or one to the head, to bring
down an enemy when firing a rifle. Since their rate of fire is less than a submachine gun, rifles are best used at medium to
long range where you have the time to take careful aim before shooting. Rifles fire only one round at a time. It is a good idea
to keep a rifle with you for engaging enemies at a distance.
An accurate and effective
battle rifle, the Ml can deliver
damage very accurately and
quickly at long range. It is
semiautomatic, but has a
small ammo capacity.
WEAPON STATS
Action
Semi Auto
Accuracy
85
Damage
85
Rate of Fire
35
Recoil
50
Reload Rate
50
Player Speed
88
Ammo Capacity
8
During WWII, more than 4 million M 1 rifles
p were produced. Their semi-automatic rate
' J ' of fire allowed a U.S. soldier to put out
S ^ a lot more firepower than an enemy
with a bolt-action rifle.
The Ml Garand uses an eight-round stripper clip to load its
ammunition. While this makes it quick to reload, it also prevents
you from reloading in the middle of a clip. Instead, you must fire
off all eight rounds before you can load another clip.
Name
UPGRADES
Effect
Description
Match Grade Barrel
Increases accuracy to 90
A precision-made barrel that increases
accuracy in all aspects.
tM
Lock Bar Adjustable
Sights
Increases accuracy to 95,
increases zoom
A variable sight that allows a range of
adjustment.
■ • ■
M7A1 Grenade
Launcher
Adds grenade launch capability
A barrel attachment that allows
firing of a MKII Frag grenade from the
muzzle.
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THAI ni
HONOR
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This bolt-action rifle can take
out a target with one well-
placed shot. Effective at long
range, it has a slow rate of
fire and slow reloads.
WEAPON STATS
Action
Bolt Action
Accuracy
90
Damage
100
Rate of Fire
15
Recoil
70
Reload Rate
20
Player Speed
87
Ammo Capacity
5
An enormous number of extras were
developed to enable additional capabilities
-2 4r “ ~ , ^ including a grenade launching device, folding
33 • 7 F s? butts, and periscopes. Weapons
that tested to be extremely accurate from the factory
were equipped with scopes and used as sniper rifles.
The K98 remained in production until the end
of the war.
Un-
Name
UPGRADES
Effect
Description
Polished Match
Grade Bolt
Increases rate of fire to 25
A precision-made bolt assembly that
allows increased rate of fire with
faster lock up time.
1
5 Round Stripper Clip
Increases reload rate to 45
An assembled clip of 5 rounds that
can be quickly inserted for a fast full
reload.
L_^
Schiessbecher Grenade
Launcher
Adds grenade launch capability
A barrel attachment that fires a
30mm grenade from the muzzle. The
30mm is more powerful than the
MKII Frag.
protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
As a result of the machine gun’s domination of the battlefield during WWI as a defensive weapon, various armies sought to
create a machine gun that could be carried during an advance. The desire for “portable” machine guns led to the develop-
ment of automatic rifles. Their purpose was to lay down suppressing fire so that infantry armed with rifles and submachine
guns could then flank the enemy while they kept their heads down. However, these weapons could also be used on their own
to engage the enemy. Less accurate than a rifle, but with the same stopping power and a high rate of fire, automatic rifles
are best used at medium range and fired in short bursts.
Is
The BAR is an automatic
rifle that delivers very heavy
damage at a controllable
450 rounds per minute.
Effective at medium range,
it can be very accurate in
bursts, but heavy recoil can
diminish accuracy with sus-
tained fire.
WEAPON STATS
Action
Automatic
Accuracy
70
Damage
85
Rate of Fire
55
Recoil
80
Reload Rate
40
Player Speed
85
Ammo Capacity
20
According to U.S. Army tactics during WWII,
each infantry squad was to have one BAR,
which was referred to as the “squad’s
base of Are.” However, if a squad could,
they would try to get an additional BAR for
increased firepower.
UPGRADES
Name
Effect
Description
i-»i
Compensator
Decreases recoil to 70
A compensator that deflects muzzle
blast significantly, reducing recoil and
muzzle rise during full auto fire.
\ „ JM
A2 Adjustable Sights
Increases accuracy to 75,
increases zoom
A variable sight that allows a range of
adjustment.
Mi
Dual Magazines
Increases reload rate to 60
Two magazines attached side by side
makes another 20 rounds ready for a
quick reload.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
This assault rifle is one
of the most devastating
weapons in the war. Deadly
accurate at 550 rounds per
minute and effective at
medium range, it’s a one-
man assault squad.
WEAPON STATS
Action
Automatic
Accuracy
60
Damage
65
Rate of Fire
50
Recoil
75
Reload Rate
40
Player Speed
88
Ammo Capacity
30
German evaluations of combat in WWI and
the beginning of WWII determined infantry
engagements were occurring at ranges where
they were often decided by the amount of
firepower that could be brought to bear. The MP40 proved
a success for close- and short-range combat, but was
ineffective at intermediate ranges and lacked the killing
power of a rifle. A solution was sought by taking the best
aspects of a rifle and the best aspects of a submachine gun
and combining them into a new type of weapon. Its intro-
duction to the eastern front in 1944 was an unqualified
success and these weapons were highly sought
after by all combatants.
UPGRADES
Name
Effect
Description
LA
Muzzle Brake
Reduces recoil to 60
Similar to a compensator, this muzzle
attachment deflects the blast, reducing
recoil and muzzle rise.
r~ij
Dual Magazines
Increases reload rate to 65
Two magazines attached side by side
makes another 30 rounds ready for a
quick reload.
r~
ZF Tactical Scope
Increases accuracy to 65,
increases zoom
A medium-range tactical scope that
can be detached quickly and provides
accurate, automatic bursts of fire. It
has no zoom function, but makes the
StG.44 a devastating weapon in any
situation.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
The sniper rifle is designed for engaging enemies at long range. Firing a rifle-caliber, high grain round, these rifles are
extremely accurate. They are often equipped with a scope to improve accuracy. Able to kill with a single, well-aimed shot,
a sniper at long range can take the time to make each shot count without worrying about return fire.
A precision instrument,
the Ml 903 is fitted with
a scope and can take out
most targets with one shot
to the head or chest. Effec-
tive at long range, it has a
slow rate of fire and slow
reloads.
WEAPON STATS
Action
Bolt Action
Accuracy
100
Damage
130
Rate of Fire
15
Recoil
65
Reload Rate
20
Player Speed
80
Ammo Capacity
5
The Ml 903 rifle was the primary weapon
for the U.S. Army during WWI and
continued to be used after the intro-
S 7 J7! duction of the Ml Garand as
weapons for snipers.
/ _
When sniping, it is always a good idea to stay behind cover and
then pop up or peek around the cover when you are ready to
fire. Also, when focusing on a target at long range through your
scope, it is easy for other enemies to approach on your flanks or
from behind. Therefore, stay aware of your situation.
UPGRADES
Name
Effect
Description
Polished Match
Grade Bolt
Increases rate of fire to 25
A precision-made bolt assembly that
allows increased rate of fire with
faster lock up time.
i«i
5 Round Stripper Clip
Increases reload rate to 45
An assembled clip of 5 rounds that
can be quickly inserted for a fast, full
reload.
I^H
Ml Grenade Launcher
Adds grenade launch capability
A barrel attachment that allows
firing of a MKII Frag grenade from
the muzzle.
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I^MinAI 1 ■! 1IONOU*
Iwfrb©rnE
Also known as the Kar.43,
this rifle is semiautomatic
and can be fitted with a
scope. It is effective at long
range with good ammo
capacity.
The Germans first begin to design this
semiautomatic rifle in 1941 after encounters
on the Eastern Front with Russian
S semiautomatic rifles. All G43s were
produced with a scope rail so that a scope could be
easily attached to any of these rifles for sniper
operations.
aj
WEAPON STATS
Action
Semi Auto
Accuracy
85
Damage
75
Rate of Fire
30
Recoil
55
Reload Rate
50
Player Speed
85
Ammo Capacity
10
Tips from the Developer
You will be amazed at the distances at which
you can engage a group of enemies. With
a trusty sniper rifle in tow, you can dispatch
enemy troops from across the map. The trick is to
find a good perch from which to conduct your
long-distance hot lead injections.
to .
UPGRADES
Name
Effect
Description
20 Round Magazine
Increases ammo capacity
to 20
A prototype magazine with twice the
round capacity.
fcal
ZF4 Scope
Increases accuracy to 100,
adds adjustable zoom
An effective long-range sniper scope
that allows greater accuracy. Com-
bined with the G43 semiautomatic it
makes a deadly sniper rifle.
Schiessbecher Grenade
Launcher
Adds grenade launch ability
A barrel attachment that allows firing
of a 30mm grenade from the muzzle.
The 30mm is more powerful than the
MKII Frag.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Pistols are considered a secondary weapon, to be used when you are out of ammo for other weapons or need a quick-firing
weapon for close-range combat. They are not very accurate and only effective up close. However, if your clip runs out in the
middle of a firefight, it is faster to switch to your pistol than reload your submachine gun or rifle.
The 1911 delivers stopping
power with every shot at
close range. It has sig-
nificant recoil and a 7-round
magazine.
WEAPON STATS
Action
Semi Auto
Accuracy
35
Damage
50
Rate of Fire
20
Recoil
30
Reload Rate
70
Player Speed
100
Ammo Capacity
7
During WWII, move European armies issued
handguns only to officers as a badge of rank.
.2 4 - ; The U.S. Army, on the other hand, considered
S * handguns a valuable weapon for not only
officers, but also for enlisted men who would not have a
rifle, such as crew for artillery, drivers, tankers, etc. Though
unauthorized, paratroopers and infantry soldiers carried
handguns they brought with them or received from home
as a weapon of last resort and for peace of mind. If an
enemy jumps into your foxhole with you, a pistol is a
lot more useful than a much longer rifle.
Name
UPGRADES
Effect
Description
i\i
Leather Holster
Decreases weapon swap time.
Allows a faster weapon draw time.
n^i
Match Grade Trigger
Increases rate of fire to 35
Allows faster firing with accuracy.
IM
Magnum Rounds
Increases damage to 100
Special ammo with increased power
that drops a target in one hit.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
qmmmjsib.
It is known as the “Broom
Handle,” a very accurate
pistol effective at close
range. It has a larger 10
round magazine, but the
9mm causes less damage
WEAPON STATS
Action Semi Auto
Accuracy
40
Damage
30
Rate of Fire
35
Recoil
25
Reload Rate
50
Player Speed
100
Ammo Capacity
10
One of the first semiautomatic pistols to be
used in great numbers, the C96 Mauser was
first produced in 1896. Unlike most pistols
X of this type, where the magazine fit into the
grip, the C96 placed the magazine in front of the trigger.
Some sources state that Winston Churchill, the Prime
Minister of Great Britain during WWII, carried a C96
into battle during the Second Boer War.
Tips from the Developer
The Mauser can be found in a safe by the
control room in the tank factory in the Varsity
Factory mission. Use it so you can earn all
three upgrades. You can’t beat an automatic weapon
that is very accurate with unlimited ammo.
— Robert Heckv
sapon
V
UPGRADES
Name
Effect
Description
Shoulder Stock
Decreases recoil to 20
The wooden stock allows shouldering of
the weapon, reducing recoil and muzzle
climb to a minimum.
20 Round Magazine
Increases ammo capacity to 20
The box magazine provides twice the
round capacity and a faster reload.
Schnellfeuer mechanism allows full-
automatic fire at 1,000 rounds per
712 Conversion Kit
Increases rate of fire to 100
minute.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Anti-tank weapons are designed to destroy enemy armored vehicles such as tanks. These fire rocket-propelled rounds that
explode on impact. You can also use these weapons against infantry. They cause splash damage to nearby enemies — you
don’t even have to get a direct hit.
Ml§ Mooransi HIM
The Ml 8 fires a high
explosive artillery shell at
high velocity. It is extremely
heavy and very slow to
reload.
WEAPON STATS
Action
Single Shot
Accuracy
90
Damage
600
Damage Radius
1,000
Rate of Fire
5
Recoil
50
Reload Rate
20
Player Speed
70
Ammo Capacity
1
Firing a 57mm rocket-propelled shell, the M18
was more accurate than the bazooka due
to its rifled barrel. In addition, the larger
round was more effective against tanks,
able to penetrate one inch of armor at ranges of up to
two and a half miles.
Name
UPGRADES
Effect
Description
In
Enhanced Scope
Increases accuracy to 95, adds
adjustable zoom
A variable sight that allows a range of
adjustment.
fed.
Satchel
Increases amount of rockets
carried by 3
A bag to store more shells. Allows
more shells to be carried.
r *>
Musette Bag
Increases amount of rockets
carried by another 3
A larger bag to store more shells.
Allows more shells to be carried.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
I^MinAI 1 ■! 1IONOU*
Iwfrb©rnE
The Tank Terror is a rocket-
propelled weapon good
at long range. The 88mm
rocket is easy to reload and
has good armor penetration,
but the weapon is very bulky
and heavy.
WEAPON STATS
Action
Single Shot
Accuracy
90
Damage
450
Damage Radius
900
Rate of Fire
10
Recoil
40
Reload Rate
25
Player Speed
75
Ammo Capacity
1
The Panzer schreck was similar to the U.S.
r bazooka in that it had a reusable tube which
, launched an armor-piercing rocket. The
35 backblast of this weapon could be deadly
to the soldier firing it, who had to wear a gas mask i
special fireproof poncho for safety A protective i
was added to make mask and poncho unnecessary
lask and
3 shield
>ary. JF
Tips from the Developer
Anti-tank weapons are affected by gravity. If
you are firing an anti-tank weapon a great
distance, you will need to aim above the
target to compensate for the effects of gravity.
y
Name
UPGRADES
Effect
Description
Improved Sights
Increases accuracy to 95,
increases zoom
A variable sight that allows a range of
adjustment.
Shell Bag
Increases amount of rockets
carried by 3
A bag to store more shells. Allows
more shells to be carried.
E3
Shell Bag
Increases amount of rockets
carried by another 3
A larger bag to store more shells.
Allows more shells to be carried.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Some weapons are designed for fighting up close and personal. The shotgun is a perfect weapon for close-quarters combat.
Firing several small projectiles that spread out means you don’t have to take time to aim carefully before pulling the trigger.
Plus, if you don’t kill an enemy as you are rushing toward him, you can always use the shotgun for a melee attack.
A powerful and devastating
weapon, the 12-gauge is
effective against groups of
enemies in close quarters.
It is slow to reload and has
limited range.
WEAPON STATS
Action
Pump Action
Accuracy
20
Damage
75
Rate of Fire
20
Recoil
90
Reload Rate
25
Player Speed
90
Ammo Capacity
8
u
0
Originally referred to as a trench gun due
to its use in WWI, the M 12 was produced
by Winchester. Unlike a standard
X 12-gauge shotgun, the M 12 featured
a handguard and bayonet mount.
UPGRADES
Name
Effect
Description
i
Modified Choke
Improves accuracy to 40
A tighter choke on the barrel constricts
the shot pattern, allowing greater
accuracy at longer ranges.
Magnum Rounds
Increases damage to 95
Powerful 1 2-gauge shells deliver heavier
damage and more knockdown power.
Ml 16” Bayonet
Increases melee damage
A huge bayonet attached to the lug
on the barrel heat shield that delivers
devastating one-hit melee kills with a
longer reach.
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Grenades are considered indirect weapons. That means you do not have to have a line of sight to the target in order to
attack. Instead, you can throw a grenade over an object the enemy is using for cover, or — with the exception of Gammon
grenades — bounce them off walls and around corners to hit unseen enemies as well. Standard grenades have a five-second
fuse. Since the enemy will run away when a grenade lands at their feet, “cook off” a grenade by pulling the pin and holding it
for two to three seconds before throwing it so that you time it to explode just as it reaches your target.
No.® Gammon q:
An elastic bag stuffed with a large
amount of plastic explosive and armed
with an Always Fuze. It has massive
damage potential.
WEAPON STATS
Action
Thrown
Damage
700
Rate of Fire
800
Player Speed
100
Ammo Capacity
1
This was a very interesting grenade that
could be stuffed with different amounts of
4r v > ; plastic explosive, depending on the target.
S ! -3 The Always Fuze would arm in flight and then
explode on contact. It got its name because the fuse would
detonate no matter which way the grenade landed. The
Gammon grenade was effective against armored vehicles
such as tanks. In the game, the Gammon grenade has a
five-second fuse like the other grenades.
r <!
Name
UPGRADES
Effect
Description
ea
Satchel
Increases amount of grenades
carried by 3
A bag designed to hold more grenades.
Bandolier
Increases amount of grenades
carried by 3 more
A bag designed to hold more grenades.
1
Musette Bag
Increases amount of grenades
carried by 3 more
A bag designed to hold more grenades.
A metal body stuffed with an explosive charge
designed to break up into multiple fragments.
The fuse can be shortened by cooking the
grenade.
WEAPON STATS
Action
Thrown
Damage
250
Damage Radius
650
Player Speed
100
Ammo Capacity
1
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This grenade’s body was cast iron. The serrations that gave the grenade its pineapple appearance were designed
to create about 1,000 lethal fragments. While the grenade could be thrown about 100 feet, fragments could be
dangerous up to 150 feet. Therefore, troops were trained to duck until their grenade detonated.
Name
UPGRADES
Effect
Description
Fa
Satchel
Increases amount of grenades
carried by 2
A bag designed to hold more grenades.
Bandolier
Increases amount of grenades
carried by 2 more
A bag designed to hold more grenades.
Musette Bag
Increases amount of grenades
carried by 2 more
A bag designed to hold more grenades.
The Stick grenade, or Potato
Masher, is a heavy metal that
can be filled with explosive and
attached to a wooden handle.
WEAPON STATS
Action
Thrown
Damage
350
Damage Radius
750
Player Speed
100
Ammo Capacity
1
Though larger than MKII grenade, t
Model 24, with its wooden handle a
like a lever, could be thrown almost
twice as far.
Name
UPGRADES
Effect
Description
Satchel
Increases amount of grenades
carried by 2
A bag designed to hold more grenades.
Bandolier
Increases amount of grenades
carried by 2 more
A bag designed to hold more grenades.
Musette Bag
Increases amount of grenades
carried by 2 more
A bag designed to hold more grenades.
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As important as it is to know your weapon, it is also vital to know your enemy. During the missions, you will face 10 enemies.
While all are trained and dangerous, those in the earlier missions are relatively tame compared to those you face in the final
couple of missions. Before each mission, look at the opposition you will face. Then you will know what to expect and how best
to defeat them.
Medal of Honor Airborne uses a unique system to control the
nonplayer characters (NPC) including both the Axis enemies and
your allies— the paratroopers who fight alongside you.
Because you can drop into a mission anywhere within your drop
zone, then advance on objectives in whichever order you choose,
the artificial intelligence (AI) must be able to respond to a great
number of possibilities. As a result, the Al-controlled NPCs’ actions
can’t be scripted as they are in many first-person shooter games.
Instead, each NPC must think for himself and react according to
his surroundings.
To accomplish this, the game developers created a new way of
programming the AI. The result is the Affordance Engine. In a
nutshell, this engine gives each NPC a series of processes such
as selecting targets, moving into cover, detecting and prioritizing
threats, and so forth. The information in this chapter will help you
understand how individual types of enemies will react differently.
For more on the Affordance Engine, see the next chapter on
Tactics.
Two of the stats listed for each enemy are battle experience and
combat effectiveness.
Battle experience refers to how the NPC reacts to his
enemies — you and your allies. The more experience he has,
the more likely he is to use cover effectively, fire in shorter
controlled bursts, and blind fire around cover. In addition, the
higher the experience, the more aggressive the soldier. There
are six different levels of battle experience.
Combat effectiveness is a measure of how much damage the
NPC can inflict as well as the amount of damage he can receive
before dying. The higher the combat effectiveness, the greater
the damage — even if the NPC is using the same weapon as a
less effective NPC. This is due to the way the weapon is used
and the accuracy of the firer. There are ten different levels of
combat effectiveness.
Primary Weapon
K98k Karabiner Kurtz Rifle
Secondary Weapon Model 24 Stielhandgranate
Battle Experience Trained
Combat Effectiveness 1
Mission Appearances Husky
The Italian Blackshirt is the standard infantry you face during the first
part of Operation Husky as you go after the initial objectives. While they
are the weakest of the enemies, they can still cause you damage. Armed
with a bolt-action rifle, they only take a shot or two before getting behind
cover. While they do move into an area that is under their control or
vacated by the Americans, they do not pursue. Rather, they try to reclaim that
territory they might have lost. Occasionally a Blackshirt throws a grenade.
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Historical Note
“The Blackshirts” was the name given to the supporters of Fascist leader Benito Mussolini during his rise
to power— essentially II Duce’s muscle— due to their black uniforms. During the war, the Blackshirts fought
alongside the Italian Army in North Africa and other campaigns. However, unlike the army, their loyalty was first
to Mussolini.
Primary Weapon
Secondary Weapon
Battle Experience
Combat Effectiveness
MP40 Maschinenpistole Submachine Gun
Model 24 Stielhandgranate
Trained
1
Mission Appearances Husky
Armed with a submachine gun, the Vicecapo Blackshirts behave similarly to
the regular Blackshirts. They, too, are found only during the initial objectives of
Operation Husky as they help defend the AA guns from the paratroopers. Due
to their weapon’s high rate of fire, the Vicecapo Blackshirts can cause more
damage than their fellow Italians.
Primary Weapon
Secondary Weapon
Battle Experience
Combat Effectiveness
Mission Appearances
MP40 Maschinenpistole Submachine Gun
Model 24 Stielhandgranate
Skilled
2
Husky
The Heer infantry is the standard soldier in the German Army. The
tropical variety are found only in Operation Husky during the later part
of the mission. Not as experienced as their European counterparts, the
Tropical Heer Infantry carry submachine guns and can still cause a lot
of damage. They occasionally use grenades to attack enemies behind
cover.
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*
Mill OMUL
Primary Weapon
Secondary Weapon
Battle Experience
Combat Effectiveness
Mission Appearances
MP40 Maschinenpistole Submachine Gun
Model 24 Stielhandgranate
Proven
3
Husky, Avalanche
While armed the same as the Tropical Heer Infantry, the Heer Officer
more experience and is more effective during combat. These soldiers
also more likely to throw grenades.
Primary Weapon G43 Gewehr Rifle
Secondary Weapon
Battle Experience
Model 24 Stielhandgranate
Skilled
Combat Effectiveness 3
Mission Appearances Avalanche, Neptune
European Heer Infantry are more effective than their Tropical
counterparts and are also armed with rifles. Although the rifles do
not have as high a rate of fire as the other Heer troops’ weapons,
the European Heer Infantry can cause more damage with their
weapons due to the rifle’s greater accuracy and greater damage
inflicted per round.
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WAFF IN INFANTRY
Primary Weapon MP40 Maschinenpistole
Submachine Gun
Secondary Weapon Model 24 Stielhandgranate
Battle Experience Proven
Combat Effectiveness 4
Mission Appearances Avalanche, Neptune, Market Garden
The Waffen infantry are the more elite soldiers in Operation
Avalanche. However, they are the basic units during both
Neptune and Market Garden missions. Due to their use of a
submachine gun, Waffen Infantry are deadlier at close range,
Historical Note
The Waffen were a separate organization than the German Heer (Army). The Waffen were actually the military
arm of the Schutzstaffel or SS, the security force for the Nazi party As such, Waffen soldiers’ loyalty was to
Hitler. Waffen units were usually the elite, receiving better equipment and supplies than the standard army.
WAFFEN OFFICER
Primary Weapon
Secondary Weapon
Battle Experience
Combat Effectiveness
Mission Appearances
StG.44 Sturmgewehr Automatic Rifle
Model 24 Stielhandgranate
Veteran
5
Neptune, Market Garden, Flak Tower
Waffen officers appear during the middle missions and are bigger
threats than Waffen Infantry due to their greater experience as
well as their more powerful weapons. The automatic rifle they
carry can be deadly at close and medium range.
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Primary Weapon
Secondary Weapon
Battle Experience
Combat Effectiveness
G43 Gewehr Rifle
None
Veteran
6
Mission Appearances Market Garden, Varsity
Although they are not armed with the sniper version of the G43 rifle,
Waffen senior troopers act as the German snipers during Operation
Market Garden. They usually are found in elevated positions from
which they fire down on the enemy below. They do not throw grenades.
However, they tend to pursue or hunt you during a mission if on the same
height level.
WAFFEN STORM LEADER
Primary Weapon
Appearing only in the latter two missions, the Waffen Storm Leader is very
aggressive and not afraid to fight. In addition to firing an automatic rifle,
they also like to throw grenades. Therefore, when you see one of these
enemies, be ready either to move away from a grenade, or to kick it back
at the thrower.
StG.44 Sturmgewehr Automatic Rifle
Secondary Weapon
Battle Experience
Combat Effectiveness
Mission Appearances
Model 24 Stielhandgranate
Elite
Varsity, Flak Tower
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INFANTRY
Primary Weapon
Secondary Weapon
Battle Experience
Combat Effectiveness
G43 Gewehr Rifle
Model 24 Stielhandgranate
Veteran
7
Mission Appearances Market Garden, Varsity, Flak Tower
Fallschirmjager infantry are the most elite of the standard infantry
units and are quite deadly with their semiautomatic rifles. They like
to maneuver during a firefight, moving quickly from cover to cover,
making it tougher to line up a shot at long range. Watch for their
grenades because Fallschirmjager throw them not only to kill
enemies behind cover, but to distract enemies while they move
into a better position.
Historical Note
The Fallschirmjager were the German paratroopers. Like their American counterparts, they were considered the
elite of the German military and actually part of the Luftwaffe, or air force, rather than the army While they took
part in airborne operations during the invasions of Holland and Belgium, as well as the all-airborne invasion of
Crete, by the middle to end of the war, they stayed on the ground in the role of elite infantry
Battle Experience Veteran
Combat Effectiveness 8
Mission Appearances Market Garden, Varsity, Flak Tower
If the Fallschirmjager are the best of the standard infantry units, then
the Fallschirmjager commander is even better. They have a higher
combat effectiveness and a deadlier weapon, so watch out for these
troops during a fight. Be sure to find cover or you will be killed.
Primary Weapon StG.44 Sturmgewehr Automatic Rifle
Secondary Weapon Model 24 Stielhandgranate
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Primary Weapon
Secondary Weapon
Battle Experience
G43 Gewehr Sniper Rifle
None
Elite
Combat Effectiveness 8
Mission Appearances Varsity, Flak Tower
Fallschirmjager snipers always take up elevated positions, such as on
top of buildings or other high structures. Armed with a sniper rifle,
they are extremely accurate and can cause a lot of damage with
each hit. Since their sniper rifle is semiautomatic, they can fire quite
rapidly compared to other snipers. Watch for the sunlight glinting
off their scopes since this is a telltale sign of their location. Often
you need a sniper rifle of your own to kill these deadly hunters.
Primary Weapon
RPzB 54 Panzerschreck
Secondary Weapon
None
Battle Experience Special
Combat Effectiveness 9
Mission Appearances Market Garden, Flak Tower
The Panzergrenadiers are deadly with their Panzerschrek rocket
launchers. They are easily identifiable by their black uniforms and gas
masks, which protect them from their weapon’s backblast. The rocket
travels slower than a bullet, so you can usually duck behind cover as
soon as you see one launch. However, because the rockets cause
blast damage, the Panzergrenadier does not have to get a direct hit
to wound or kill. It is very important to kill them quickly before they
kill your fellow paratroopers.
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Primary Weapon
Secondary Weapon
MG42 Maschinengewehr
Light Machine Gun
None
Battle Experience Special
Combat Effectiveness 1 0
Mission Appearances Varsity, Flak Tower
The Nazi Storm Elite is the ultimate soldier. Armed with the
same machine gun you face from mounted positions, this
enemy advances toward you while firing long bursts from his
weapon. Not only can these soldiers put out a lot of firepower,
they also can take a lot of damage. While Nazi Storm Elite
soldiers never take cover, they do move away from grenades
that land close to them. Therefore, when using Gammon
grenades, which are the best for tackling this enemy, be sure to cook them
so they detonate shortly after landing near your target. Nazi Storm Elites
are also very vulnerable to headshots. A couple of hits with a sniper rifle
usually does the trick. However, if they are close, use an automatic rifle and
aim at the enemy’s chest so that as your weapon recoils and your aim goes
up, you catch the Nazi Storm Elite with a few rounds to the head. You face a
couple of these during Operation Varsity and lots more during the Flak Tower
mission.
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Having covered the basics of combat, the specifics of weapons, and the types of enemies against which you must fight, it is
time to combine all three into methods for achieving victory — tactics.
W1MTOIUM0)
The overall drop
zone for most
missions is quite
large. It can be
limited to a part
of the map or
even include the
entire map area.
Therefore, your
choices of places to
touch down are many. Before you select a spot to land, you
must know what you want to do. If you do not know what
you want to do, it really does not matter where you land.
At the start of every mission, you must parachute down to
the ground. Because of this, each time you play a mission
can be different, depending on where you land. While
you have already trained in the skills necessary to steer
a parachute and perform a successful landing, another
important part of being an airborne trooper is knowing
where you want to land.
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There are several factors you must consider when deter-
mining your landing spot. First, what objective are you going
to go for first? That alone helps narrow down the best area
within the drop zone. You usually want to land as close to an
objective as possible.
Enemy presence is another factor. While you might be
able to drop right on the objective, these locations are
usually heavily defended and if you drop there, you will
be lucky to get out of your parachute before being killed.
Therefore, look for a spot where you can land without
coming under immediate enemy fire. If it is close to the
enemy, then does it at least have cover between you and the
enemy?
The final factor is the advantage the landing spot provides.
This could be a high elevation that allows you to fire down on
the enemy below or a spot that lets you flank or attack the
enemy from the rear. By landing in certain areas, you can
bypass some of the enemy’s defenses.
1 . Proximity to objective
2. Enemy presence
3. Advantage
allies, you are on your own. Although other paratroopers may
eventually drop in to help, you must survive solo for a while.
Secure Zones (SZs)
Each mission has
one, two, or even
three Secure Zones.
These are easy to
spot from the air
because they are
designated with
a green smoke
grenade. SZs are
usually safe places
to land because they are often separated from enemy
positions by cover. Since SZs are the planned landing spot
for paratroopers, that is where crates of supplies are
dropped. You can always restore your health to full and fill
up your weapons ammo at SZs. Some even have crates of
explosives to restock all of your grenades. Finally, SZs are a
good place to team up with other paratroopers.
Secure zones are great places to land when playing a mission
for the first time. They offer a chance to get your bearings and
take off your chute before you are thrust into a firefight.
Skill Drops
Each mission offers you a chance to prove your abilities
as a paratrooper with five skill drops. These locations can
be identified by a parachute canopy hanging nearby. When
you pass by a skill drop, a message appears on the screen,
informing you what you must do to complete that skill drop.
These range from landing on a church steeple to landing on
top of a wall to landing through a doorway. Some skill drops
are more difficult to land than others. At the end of each
mission, your stats list how many of the five skill drops you
were able to complete.
Skill drops are more than just challenging places to land.
Just about every one offers some type of advantage. They
may be close to an objective, place you in a great spot for
sniping down on the enemy below, or offer an alternate
route to an objective. For more information on specific skill
drops, see the skill drop section in each mission chapter.
To get all five skill drops for a single mission, you must either
wait until you die and jump again into the mission, or land on
them when you play the mission over again. When you have
landed on a skill drop, it is awarded to you for not only the
mission or campaign, but stays with your player profile.
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I^Mi nAI 1 ■! IIONOU*
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There are several
different types of
weapons you can use
during a mission.
As mentioned in The
Armory chapter,
each weapon as its
purpose. Therefore,
when engaging the
enemy, you can be
more combat-effective by using the correct type of weapon.
Tips from the Developer
Weapons become less accurate when moving
and turning, and are most accurate when
you are motionless and in ironsights. Take
advantage of this without spending too much time
standing still by learning how to stop and pop — that
is, moving around and lining up the shot, then
quickly tapping the ironsights button and firing
immediately. This is especially important with
slow but powerful rifles like the German K98k.
s
lat
V
While moving through a building such as a house
with small rooms and narrow hallways, a submachine gun
or even a shotgun is the weapon of choice. These weapons
are not accurate at medium or long range, but their great
firepower means you don’t have to be as careful about
aiming when an enemy surprises you.
The enemy likes to
hide behind cover,
making it difficult
to kill them. That is
when you pull out a
grenade. Grenades
are an indirect
weapon. You do not
have to be able to
see your enemy to
use a grenade successfully. When entering a room that you
know contains enemies, toss in a grenade first. Because
you cannot necessarily see where the enemies are, use your
compass to aim. Then throw a grenade so it either bounces
off a wall and lands near the enemy, or cook it off and then
peek around the doorway to throw it. Even if you don’t kill
your target, you may force him to run out of the room so
you or an ally can kill him with a submachine gun or other
weapon. Grenades are also great for killing soldiers manning
machine guns.
Tips from the Developer
Two grenades are better than one, so give
this a shot. Drop an uncooked grenade
at your feet and immediately begin cooking
a second grenade. Walk toward the dropped
grenade and kick it immediately after throwing
your cooked grenade. BOOM-BOOM!
v
Rifles are best used for medium-range targets because
they are more accurate. Although they do not have the
high rate of fire of a submachine gun, if the enemy is at
a distance, you have more time to aim and use cover to
make each shot count. Rifles also cause more damage than
smaller weapons. As a result, you do not have to get as
many hits to kill an enemy.
Automatic rifles can function in combat at both close
and medium ranges. Although not as accurate as a rifle at
medium range, the automatic rifle’s high rate of fire makes
up for this. Automatic rifles also have more stopping power
than a submachine gun, so when you can pick one of these
up, swap it out for that weapon.
You can pick up
and use German
stick grenades as
well — effectively
doubling the total
number of grenades
you can carry. The
German grenades
tend to bounce more
than the MKII Frag
grenades issued by the U.S. Army — especially with long
throws, so practice with them a bit to get the feel for the
difference between the two types.
Often it is best to engage the enemy at long range where
they can’t return fire as effectively. For these engagements,
a sniper rifle is a must. In fact, as soon as you can get a
sniper rifle (in the latter part of Operation Husky], grab one
and keep it with you at all times.
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The missions are full of objects that you can hide behind.
Since these objects also stop bullets, it is a good idea to use
them. The worst thing you can do during a firefight is stand
out in the open. You might as well have a big red and white
bull’s-eye on your chest because that is what you are — a
target.
If you want to survive on the battlefield, you have to
become an expert at using cover. Even while you are still in
the air and getting ready to land, start looking for what you
can use for cover if you come under attack right away. On
the ground, if enemies are around, you must move from one
piece of cover to another. While buildings are considered
high cover — they protect you while standing — walls,
sandbags and crates are often offer low cover that you
must crouch behind for protection.
Tips from the Developer
Grenades and other explosive weapons
will not harm you if you have good cover
between yourself and the explosion. Use this
to your advantage. A sniper rifle is a good counter to
an enemy using an anti-tank weapon if you can learn
to use cover effectively. Conversely, if you are using
an anti-tank weapon or a grenade against a sniper in
hiding, your best bet is to try and hit the ground
near him in such a way that his cover will not
protect him from the splash damage.
When moving to cover, always sprint. If you are crouched
down behind cover to begin with, use the crouch sprint
to get across open ground to the next piece of cover. The
faster you move in the open, the less likely the enemy will
shoot you. However, to increase your odds even more, fire
a few shots or bursts at the enemy and force him to duck
down behind cover before you make your sprint. Remember,
when behind cover, peek over or lean around the cover when
you shoot the enemy rather than standing up or strafing to
the side so you expose a smaller part of your body to the
enemy.
Tips from the Developer
Save your health! If you are on the verge of
losing a bubble of health, run to cover and
wait until it is restored. You never know
when you are going to need that one bubble
between now and your next objective.
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F HA l ('i
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The enemy can be
tough to defeat
when they set up in
a defensive position
and behind cover.
While you can trade
shots at each other
from behind cover,
there is a better way
to fight — flank them.
Flanking works best when you are fighting alongside your
allies. They almost always engage the enemy head-on. As a
result, they can fix the enemy and possibly suppress them
as well. This gives you the opportunity to maneuver to come
at the enemy from the side or rear, where you can attack
from an angle where they have no cover.
Even if you can’t kill them outright, by flanking you may
force the enemy to move out from behind their cover
because your new approach has now made their position
untenable. As a result, your allies may be able to kill the
fleeing enemy as they run for new cover.
When flanking an enemy, don’t limit yourself to two dimensions.
Think like a paratrooper in three dimensions. While you may not
be able to move around an enemy while on the ground, using
rooftops and other heights may be just the key to finding the
flank you can use.
One important
aspect designed
into each and every
mission is what the
developers of the
game refer to as
verticality. Whether
it is a rooftop,
an upper floor, a
small hill, or even
a catwalk, you can always find elevated positions. As a
paratrooper, you can often choose to begin in such locations
by landing there in the first place. In almost all circum-
stances, you gain an advantage with the high ground.
Not only do rooftops and upper levels often offer a way to
get around the enemy’s defenses and possibly flank them,
firing from a height advantage can essentially be a flanking
attack. They lose the protection of their cover when you are
positioned above them because your line of fire reaches over
the top of their cover rather than being blocked, as it would
be if you were on the same level. This is also true when
using grenades. Rather than having to lob a grenade over
an obstacle, you can just drop grenades right on top of your
enemies.
In addition to gaining an offensive advantage over lower
enemies, you also gain a defensive advantage, because
anything you use as cover is now more effective when an
enemy below tries to attack you. Therefore, when up high,
crouch down so the enemy can’t shoot you, then peek down
to fire — even if your only cover is the peak of a rooftop or an
edge of an upper level.
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Tips from the Developer
Keep your eyes peeled for pathways
back to the rooftops or other heights.
If you did not take the opportunity to
land on the rooftops on your initial descent, you
can still get back to the roof via ladders and
stairs. If a particular encounter is posing
a significant problem, rise above it.
As the head of the Infantry School at Fort Benning during
the late 1920s and early 1930s, George Marshall, who
would later become the Army chief of staff and general
during WWII, wanted to prepare the U.S. Army for the
next war. Having served in the First World War, Marshall
saw the carnage resulting from frontal attacks on enemy
trenches. While other armies were developing volumes of
tactics for every conceivable situation, Marshall wanted
something simple. He knew that during another war, the
U.S. Army would be made up of mostly draftees taken
right out of civilian life. There would not be a lot of time
to train these men how to be soldiers, let alone teach
them a vast number of tactics. What if they needed to be
taught only a single tactic?
Marshall decided that the Infantry School would teach
only one tactic — the holding attack. Taught in only five
minutes, the holding attack could be used in any situation.
Terrain, force size, weather — none of these mattered.
The tactic was always the same. First you sent part of
your force to advance on the enemy and engage, pinning
down the enemy and preventing them from maneuvering.
Then another part of the force maneuvered around the
enemy to hit them in the flank or rear. Additional forces, if
available, could be held in reserve to help out either of the
two forces, depending on the results of the attack. Armed
with a single, all-purpose tactic, American soldiers, from
generals to sergeants, could focus on implementing the
tactic rather than determining which tactic to use.
Marshall simplified the Army’s training and made it
more relevant to the battlefields of the twentieth century.
This was in reaction to the methods of World War I,
which reflected warfare of the nineteenth century. To
help impart this information, Marshall was instrumental
in the publishing of Infantry in Battle. This military
text used examples from World War I to illustrate
key military principles — all of which had been studied,
analyzed, and tested at the Infantry School. As a result
of Marshall’s foresight and that of other young officers
(such as Matthew Ridgeway who later commanded the
82nd Airborne Division) during the interwar years, the
American soldier was better trained to think on his own
during battle rather than wait for instructions from his
superiors. This was not true for the soldiers of other
countries.
If you would like to read Infantry in Battle, an electronic
copy is available on the U.S. Army’s Command and
General Staff website at http://cgsc.leavenworth.army.
mil/carl/resources/csi/iib_iji/iib_iji.asp#41 6.
%
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
To understand the tactics the enemy uses against you, you
first need to appreciate how the enemy artificial intelligence
(Al) thinks. Since this game is an open, sandbox-style game
rather than the typical linear shooter, its Al is different. In
linear games, the Al can be scripted for each engagement
because the player always comes from a specific direction
and must move through a defined area. Since you can drop
into a mission pretty much anywhere, select which objectives
you want to go after first, and even from which direction
you want to attack, scripting the enemy Al would not work.
Instead, a new system was developed to allow the Al to react
to the your actions, which could be different each time.
The enemy detects threats — such as you — in three different
ways. First, if an enemy sees you, it will then begin attacking.
The second way is by sound. If you are running, you make a lot
more noise than when you are moving slowly while crouched.
The more noise you make, the more likely it is that the enemy
will detect you — and at longer ranges. Finally, when you fire
at the enemy, it automatically realize there is a threat. That is
why after you take a long range shot with a sniper rifle, those
enemies close to the bullet’s path, or near the enemy you killed,
will take cover. Therefore, when trying to flank an enemy, go low
and slow, and make sure you aim carefully with your first shot.
The Affordance
Engine was the
solution. It basically
uses the same
system a real
commander on the
battlefield would use
to make decisions —
affordances. An
affordance is a
feature of the immediate environment that offers some
type of advantage. For example, a rooftop provides a better
view and larger area of fire for a soldier. A wall provides a
defense against enemy fire. However, an upper floor of a
building would offer both of these affordances — increased
attack ability as well as increased defense. In real life, a
commander would order his troops to move into positions
where they could maximize their affordance against the
enemy while minimizing the enemy’s affordance against
them. The same goes for the game’s enemy Al.
Let’s take a look at how this works in the game: While
advancing toward an objective, you come across a group of
enemies. When they detect you, or you attack them, the
enemy soldiers return fire and move to cover because that
provides a defensive advantage to them. If a machine gun
position is not occupied, a soldier may move to the gun and
man it because it provides a firepower advantage as well as
a defensive advantage (since the machine gun has sandbags
around it).
If you just stay hidden behind cover, some of the enemy
may begin to advance on your position. Since you are not
firing and threatening them, they try to gain an offensive
advantage over you while moving away from their defensive
advantage — their cover. If possible, they try to move into a
position to reduce your defensive advantage and flank you.
Now, you peek up over your cover and begin firing on the
advancing enemies, killing some of them. As you become
more of a threat, the rest seek cover. As you begin to
advance around to one side to flank them, the enemy
realizes they are losing their defensive advantage and begin
to move to new cover that can protect them against attacks
from your new position. As a result, the engagement
becomes very fluid.
The Affordance Engine even controls the way the enemy reacts
to a grenade you throw at them. The grenade represents a big
threat, so they quickly move to get away and find cover that
can protect them from the grenade. However, if you throw the
grenade too short and it lands on the opposite side of cover
from the enemy, they will stay put since the cover they have will
protect them.
As a result of your flanking maneuver, you are able to kill
several of the enemies. Your allies (fellow paratroopers)
are advancing forward along with you. The few remaining
enemies now realize they are outnumbered and at a dis-
advantage. As a result, they withdraw, moving away from
the engagement and stopping to take cover where they once
again have an advantage, as this new position shelters other
enemy soldiers as well.
Feeling confident, you rush after the enemies and end
up wounded. Your allies are also getting hammered. As
you return to an SZ to restore your health and your allies
are killed, the enemy realizes they can advance back to the
original position since the threats there have decreased.
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That example shows the basics of how the Affordance
Engine works. As you go up against more elite enemies,
you will notice they act a bit differently. They tend to be
more aggressive and charge at you more. This is because
they have more firepower and can take more damage.
Because they already have an advantage, they advance.
If you represent a bigger threat by firing at them with an
automatic weapon at close range, they will then tend to take
cover.
Now that you have
an understanding
of the Affordance
Engine, how can you
use this information?
The key is always
to seek to minimize
the enemy’s affor-
dances. If they have
cover, get them to
move out of it by flanking them or throwing a grenade over
the top of the cover. Climb up on a rooftop to reduce the
effectiveness of their cover. Fire at the enemy to pin them
down behind cover so you or your allies can advance without
taking fire. While this may seem academic now, as you play
through the missions and observe the enemy, you will see
the enemy react to your actions by trying to maximize their
advantages and minimize yours.
Tips from the Developer
You do not need to hit your target to
be combat-effective. Any enemy who
takes cover can be pinned in place from
suppressing fire. Use an automatic weapon to
fire a long burst in the opponent’s general
direction, then move around to his flank to
finish him off.
/
When you drop into a mission, other paratroopers are
dropping along with you. Airborne troops were trained
to work as a team. If you try to go it alone, leaving your
allies behind, you will find the missions to be much more
challenging. Therefore, work with your allies, letting them
help you as you help them in turn.
Tips from the Developer
When fighting alongside a group of allies,
observe their movements and try to stay
with them as they advance. Do not push too
far ahead of the group, either, as you may find
yourself stranded without helpful suppressing
fire if your allies die.
y
Your allies use the same Affordance Engine as
the enemies. They seek to increase their advantages while
decreasing those of the enemy. However, the airborne
troops have something the enemy does not — you. Without
you, your allies can’t advance to an objective on their own.
They need your help to clear out the enemies so they can
move forward to the next position.
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While you cannot
directly control your
allies, you can work
with them. During
an engagement, they
fire at the enemy
and kill some of
them while you do
the same, helping
you to clear out the
enemy. The other advantage of sticking with your allies is
the enemy must divide their fire between you and your allies.
If you are on your own, every enemy you encounter is firing
at you.
Your allies can also warn you of danger or request your help.
During a firefight, if you have the enemy pinned behind cover,
a paratrooper may say, “Travers, cover me” (your character
is Boyd Travers). The paratrooper then rushes toward the
enemy. If you lay down suppressing fire to force the enemy to
keep their heads down, your ally can move around the enemy’s
cover to flank and kill them. However, if you just duck behind
your cover, most likely your ally will be killed.
Tips from the Developer
Keep an ear open to your allies 1 chatter.
Your friendly squad members can point out
grenades, enemy reinforcements, or friendly
losses. If your allies call out to advance, support
them with suppressing fire or charge ahead with
them. Your allies will hold territory for you, but
only if you are vigilant about ensuring their
survival as well as your own.
The best way to observe how your allies function
is during Operation Husky. As you advance through the gate
and into the hilltop houses, where the first machine gun
is at the end of the street next to a halftrack, leave your
allies in the street and head up to the gatehouse. Fire your
rifle out the window at the enemies below. As you begin to
clear them out, especially those manning the machine gun,
watch as your allies begin to advance to man the machine
gun themselves and begin to clear out the house on the
left. They then continue to advance to the next engagement.
This tactic of staying back and supporting your allies is even
more effective when you have a sniper rifle.
TACTICS
This game offers a lot of flexibility for the player. Each
mission can be completed in a number of different ways.
There is no single way to play. If you like being a sniper, find
good spots from which you can fire on the enemy below and
help clear the way for your allies to advance. On the other
hand, if you like to be in the middle of the action, grab a
submachine gun or even a shotgun. For this type of fighting,
you must be good at using cover. Develop your own tactics
that reflect your style of play. Experiment with different
ways of playing. The more you play each of the missions, the
more you will appreciate and enjoy this game.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
The object of war is not to die for
your country but to make the
other bastard die for his.
— General George S. Patton
48
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
// jjuLf, 1993
Ake muck ankeip/k^ muedAMm oj Jtitteet ttmopean jjOdineAA ueaA txzkincj,
-place,. Ahe82dAinlmme9bwxAuM-, in iuffxat o{ the ieu inuaAuux,
in iicity an the rntydi- oj 9 and 1 1 [juty 1993. It wuA one o{ the tyid uAeA-
o{ alkane buaapA- in the hudeAf a{ the V.C. Arnuf. Che mwA a{ the iieity
jump ■ lejft me with an empty- {eelmcj-. I waA a cjpuilityd paAotnaopeA-, eaefeA-
to. iee action, hut 9 {ound wujAel{ dill at Qod kenning, (jMuq thAxuuty what
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ceniaedup- in the newA, it waA dayA hetyie we knew- what had happened in
Cieity. CheAe wene uaAjpinq- AepoAtA aA- ta the extent o{ caAualtiei. Hut one
thintf waA cedaln: Che 82d would dmn he in needo{ neplaeementA. 9 expeeted
that dtentty we would he neceuuncj- a iailincj- date, hut {oa- one neoAon oa-
anctkety we encmiuJeded delcup.
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pcuu at 'wop&ti,, and ail cpinp aA nepteieemenii, 4o- iked qjweA ipu an idea oj wkxk
happened in tkieihj,. Akesie one 6 7 ct^ice/iA aUe on tke ikipment.
—jJameA MeeptlaA, /?// kte fadzp A /deek/z
(kleuh Ijedik: kadddcun JtcuiAej , 1 9—310
49
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EDA l«r HONORS
r A'IRB©RNE
Briefing
As a part of the invasion of Sicily, your unit will be dropping into the town of Adanti with
orders to secure it from the enemies and prevent them from using it as a staging area for
counterattacks against Allied amphibious landings on the coast. You must first neutralize
the antiaircraft emplacements in the town and then drive out the enemy
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
LEGEND
SGflaaiSHS®
1 Destroy Hill Houses’ AA Gun
2 Destroy Northeast Gate’s AA Gun
3 Destroy Town Hall’s AA Guns
4 Assemble with Airborne at
North Gate
^ Locate Missing Sniper Team
6 Eliminate German Commander
7 Assemble with Airborne at Town
Square
8 Eliminate 3 German Officers
H Behind Church
I inside light green overlay I
Tower Plaza
hme
fl Land through the gatehouse
window
S Land on the balcony through the
opening
© Stick the landing on the church
steeple
©Get”©
4 Land on the small rooftop
B Land on the catwalk inside the
tower
f^| Springfield Sniper Rifle
Machine Gun Positions S Health
Ladder
EZtesslIlgiDai^
Wtegsm [ksailaQas
Ml 928 Thompson
Ml Garand
Ml 911 Colt .45
Operation Husky
Following success in North Africa, the Allies
continued operations in the Mediterranean
Theatre. Winston Churchill, the British Prime
Minister, viewed Italy as “the soft underbelly” of the Nazi
crocodile. However, in order to invade the Italian peninsula,
the Allies would need a base of operations closer than North
Africa. The island of Sicily, located just off the coast of the
“toe” of the Italian “boot,” was chosen as the prelude to the
invasion of Italy.
Allied infantry divisions would be hitting the shore on
the morning of July 10, 1943. To help support them, British
and U.S. paratroops were dropped the night before to act as
roadblocks to slow down Italian and German forces moving to
the beaches to repel the Allied landings. While there had been
some smaller airborne drops during Operation Torch— the
invasion of North Africa — Husky would be the first major
Allied airborne operation. Due to the limited number of
aircraft, only the 505th Parachute Infantry Regiment (PIR)
from the U.S. 82nd Airborne Division would make a drop
that first night along with the 3rd Battalion, 504th PIR. They
would support the U.S. landings while the British 1st Airborne
Division would support the British landings.
Since many of the pilots carrying the paratroopers had little
experience flying in formation at night with only a quarter
moon providing very little light, the drop started to fall apart
before the transport planes were even close to Sicily. As a
result, only 20 percent of the paratroopers landed somewhere
near their drop zones. Others were scattered— some were
up to 65 miles away! General James Gavin, the airborne
troop commander for this drop, was not even sure if he was
in Sicily when he hit the ground. However, a few units were
able to assemble and move on their objectives. The rest of the
paratroopers acted on their own, causing as much confusion
as possible and doing what they could to tie up enemy troops.
In fact, the wide dispersion of paratroops actually slowed down
the Italian response to the invasion because the commanders
were getting reports of paratroopers all over southeastern
Sicily and did not know where to concentrate their forces.
Although the paratroopers were not able to achieve all
of their objectives, they did slow down the enemy
counterattack enough so that the Allied infantry
could get ashore and establish a beachhead.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
^Mi nAI 1 ■! MON ou™
Iwfrb©rne
jL A _ jflk J
Your first objectives are to neutralize the enemy AA guns in Adanti. There are four of them in three different locations.
Two are on top of the town hall, one is in the southwest in the area known as the hill houses, and the last is outside of the
northeast gate of the town. However, the town is defended by Italian Blackshirt troops — and they will not let you blow up
their guns without a fight.
LANDING IN
The drop zone for
this mission is
anywhere within the
town walls. There
are two established
secure zones — one
near the church
and the other in the
tower plaza. There
are no enemies near
these SZs, so you
can safely land here
without the threat
of being shot while
trying to get out
of your parachute.
You can also find
containers with
health and ammo at
each of these SZs.
It does not matter
which AA guns you
go after first. As you move toward one, your allies follow
and help you out. The best time to determine your first
objective is before you jump out of the plane. Your objective
determines where you want to try to land. The skill drop
locations are usually good places to begin. However, any
rooftop will do. As a paratrooper, you must think of the
battlefield in three dimensions, and Adanti has a lot of
heights. Use the rooftops to your advantage. If you miss
a rooftop, there are a few ladders around the town that
provide access to the rooftops in the market and tower
plaza areas.
Landing on the
rooftops can give you
a height advantage
over the enemy —
allowing you to
fire down on them.
You can even use
the rooftops to
get around enemy
positions to hit their
flanks.
Adanti
Jump out of your plane. The town of
Adanti lies below you.
Tips from the Developer
Land on the roof of the church to provide
vertical cover for your allies in the street fight
below. When they move up through the gate,
stay on the roof. As the allies enter the first section
of the hill houses, you can engage the enemies by
firing over the top of the city wall.
— Rex Dickson
gate,
:tion
v
Skill drops
There are five skill drop locations in Adanti. Each provides
some advantage as you move to achieve your objectives of
taking out the AA guns. Some are easier to get than others.
The first skill drop is one of the toughest. You must land
through the northeast gatehouse window. While still up
high in the air, line yourself up with the window so you are
dropping right next to it. As you get near, flare and push
toward the window to drop right through. From this position
in the gatehouse, you can help your paratroopers below
advance on the gatehouse, and then help them clear out the
courtyard on the other side.
The second skill drop location can be found to the side of
the town hall. It faces a courtyard and you must land on the
balcony as you drop through the arch. This one is not too
tough to hit. There is a soldier on the balcony that you must
take out. Then you can advance toward the town hall, taking
up a flanking position against the enemy troops out in front.
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While the church steeple might seem like a simple place
to land , the key is to stick the landing . There is not a lot
of space on top and it is easy to over- or undershoot the
landing. The steeple provides a great vantage point for
taking out the enemy troops below near the western gate
leading to the hill houses. Use your rifle to help clear the
way for your fellow paratroopers. You can even drop some
grenades from this location.
The last skill drop location is the tower near the town hall.
You must land on the catwalk inside the roofless tower.
Because an enemy soldier is there, you have to take him
out quickly. Try aiming to land right on top of him , and then
pressing the melee button just as you are about to hit him.
This eliminates the soldier and clears the top of the tower.
From here you can fire through the window at the enemies
below in front of the town hall. Another enemy soldier is in
the tower a few flights down , so you might want to kill him
before you start firing away at the enemies below.
The small rooftop is another tough landing to stick.
It is located near the market courtyard. Landing here
allows you to quickly access the rooftops overlooking
the northeast gate as well as the town hall. From these
heights, you can help your allies clear out the enemies so
you can advance to the AA guns.
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■■MEDAL™ HONOR*
'ATRB@RNE
DESTROY THE HILL HOUSES' AA GUN
There is no particular order in which you must destroy the AA
guns. Don’t feel like you have to use the order in this chapter.
You may want to take out the town hall guns first and then go
after the other two. The choice is up to you.
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LEGEND
Machine Gun Positions m Health
EiteaslIlgiDai^
[Ef| Ladder <^^Recommended Path
IkimilaQaS
The church steeple
or roof make a great
place for sniping the
enemy below.
• Ml 928 Thompson • M1911 Colt .45
If the hill house AA guns are your first objective, then a good
place to land is on top of the church. Try for the steeple if
possible. However, if you can’t stick the landing, any part
of the church rooftop is just as good. Blackshirt troops
take up positions in front of the western gatehouse when
your troops begin to engage them. There is also a single
Blackshirt soldier inside the gatehouse. Since it does not
have a roof, throw a grenade into the gatehouse to take
him out. If you let the grenade cook for a couple of seconds
before throwing, the enemy soldier does not have time to
get away before the grenade goes off.
Next use your Ml Garand to begin picking off Blackshirts
down on the road below. Be sure to crouch down to make
yourself a harder target for them to hit. Also try throwing
some grenades down on them. Just be sure to let the
grenades cook off for about three seconds or the enemy will
scatter. Move along the roofline toward the gatehouse to
hit the enemies from the sides and deny them cover. As you
clear them out, your paratrooper brothers advance to the
archway through the gatehouse.
Don’t drop down to
the street just yet.
You can still take out
some of the enemies
on the other side of
the gatehouse from
the church rooftop.
At the far end of the
street, Blackshirts
man a machine gun.
If you are a good
shot, you can take
out these gunners and give your allies a fighting chance to
move forward to secure this area. Eventually you want to
step off the rooftop to get down to ground level. Be sure to
pick up any ammo left behind by the Italians. For this part,
switch to your Thompson submachine gun because you will
be engaging the enemy at a closer range.
Advance through the archway to the
hill house area.
Destroy the gate house guard with a grenade.
^rimagamew
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M t DA l of HONOR
jJLj,
Move through the
archway and use
the cover on each
side of the street
as you engage the
enemy. Crouch down
and then pop up
while in ironsights
view to shoot. Fire
a few bursts and
then duck back
down again. The
mounted machine gun at the end of the street is still your
main threat. Use grenades to eliminate the enemy manning
it. Advance along the right side of the street in short rushes
before the machine gun is manned by another enemy.
Blackshirt reinforcements arrive through the house (house
1) on the left, as well as from around the corner on the left.
Use the Carand to kill the machine
gunner at long range .
Now that the first street is secure, it is time to advance
again. House 1 contains a health kit, so pick it up if you need
it as well as any ammo lying around. You need to keep up the
pressure or the Blackshirts will try to push you back. Head
down the street toward the house (house 2) south of the
machine gun. Approach it from the right side and use the
side doorway for cover as you clear out the Italians inside.
Wait for some allies to catch up to you before moving in.
Clear out this room
in house 2, then use
it for cover .
Work your way to
the halftrack on
the right side and
use it for cover
from the enemy
fire coming from
the house. Peek
around the rear of
the halftrack and
This halftrack can provide cover for e *' m ' nate t * le * atest
you as you head to the machine gum machine gunner.
From this angle on
the machine gun’s flank, you can hit the gunner, but he can’t
hit you. Stay here and keep the Blackshirts away from the
machine gun until one of your allies can man it.
You can use the short stone wall behind the house from the first
street for cover as you engage enemies along the north-south
street. However, the machine gun at the south end of the street
can make this position difficult to hold.
Make your way across the room to the opposite doorway,
using it for cover as you engage any Blackshirts on the
other side. More of them will be coming from the south end
of the street. There is also another machine gun at the end
of this street — on the left-hand side. As before, wait for
some of your allies to catch up before you push on ahead.
The enemies keep coming, so once you have some fellow
paratroopers to help provide cover, move out along the right
side of the street. Use a grenade to silence the machine gun
and the work your way to the short wall at the corner of
the house. From this vantage, you can see move Blackshirts
down the east-west street to your right.
Rush up these
steps and into the
southern half of
house 2 . This allows
you to get to the
objective and avoid
a lot of enemy
firepower v
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
At the end of the street, which climbs up a short hill, the
enemy have positioned two machine guns to guard their AA
gun. Advancing up the street would be suicide. Therefore,
sprint around the corner of the house and then up the short
stairs on the street’s right side and enter another part of
house 2, picking up the health by the doorway if you need
it. After making sure the room is clear, cautiously head up
the stairs to the second floor. Watch your compass to see if
there are any enemies to your left when you get to the top
of the stairs. Eliminate any Blackshirts to clear this room,
and then head through the doorway near the stairs. The
house allows you to get to the top of the hill without taking
fire from the two machine guns.
Work your way along the northern part of the hilltop
area while you face toward the south. When you get to the
western edge, begin moving south. Continue past the AA
gun toward the small building and ensure that it is clear of
enemies as well. By this time, your allies should have joined
up with you and the hilltop should now be secure. Return to
the AA gun, place an explosive charge on it, and then move
away before it detonates.
Exit the house and begin clearing out the
area around the AA gun.
From the safety of the house, begin taking out Black-
shirts. You can use the back doorway for cover and can
even eliminate a soldier manning one of the machine guns
from this spot, giving your allies a better chance to get to
the top of the hill. After clearing out all the enemies you
can see, quickly move through the doorway to take cover
behind the stone walls and sandbags. Once behind cover,
proceed with caution as you clear out the hilltop one enemy
at a time. They hide behind the walls and sandbags as well,
so keep your weapon topped off and be ready to perform a
melee attack if a Blackshirt jumps out and rushes you.
Take out the soldier on the second machine gun in order to get
more of your paratroopers up the hill to help you clear it of
enemies.
Place a charge
on the AA gun
to complete this
objective.
You have to fight your way back to the West Cate.
Now that this objective is completed, move back to the
center of the town. Pick up ammo and health along the way.
However, as you approach house 1 , be ready for action. Some
Blackshirts have taken up positions near the gatehouse. Use
the machine gun at the end of the street to mow them down,
or let one of your allies man it while you advance up one side of
the street, clearing your way as you go.
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Unauthorized or unlawful copying or downloading expressly prohibited.
EDA l«r HONORS
'ATRB@RNE
DESTROY THE NORTHEAST GATE’S AA GUN
House
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LEGEND
Machine Gun Positions m Health
EiteaslIlgiDai^
[Ef| Ladder <^=Recommended Path
ffiyfeapam IkimilaQaS
• M1928 Thompson • M1911 Colt .45
The Market building also
offers some great elevated
positions from which to fire
down on the Blackshirts
guarding the gatehouse
archway, including balconies,
windows, and even a rooftop
access from one of the
balconies. However, several
enemies are inside this
building as well. You can
skip this building altogether
and just go for the objective.
However, if you want to get
some additional kills and
try to earn some upgrades for your weapons, be sure to clear
out this building. Just be careful as you move from room to
room. The Blackshirts are usually hiding behind cover such as
overturned tables and other furniture.
v
> Ml Garand
This ladder near the northeast gate gets
you up to the rooftops.
This objective isn’t quite as involved as the hill house’s AA
gun. If you are dropping into this objective, try to get the
skill drop for either the gatehouse or the small rooftop. The
key is to stay up high as much as possible. If you are coming
from another objective and are already on the ground, there
is a ladder to the west of the gatehouse that allows you
access to the rooftops.
From the rooftops ,
you have a great
shot at the enemies
below.
Take out the soldier
on the machine gun
before he gets you.
From the rooftops, you can fire down on the enemy
soldiers below. They gather outside the archway to block
your entrance into the objective area. Your allies take up
positions to the south and begin to engage the Blackshirts.
After thinning out some of the enemy, advance onto the city
wall and continue to the gatehouse. Be very careful while in
the gatehouse. There is a machine gun in the second floor
of the house to the northeast. Since it can hit you in the
gatehouse, even while you are crouched, be sure to snipe
the gunner first before turning around and attacking the
Blackshirts out in front of the archway so your allies can
advance to help you.
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Take out the Germans down in the courtyard.
Head up these stairs so you can clear
out the area around the AA gun.
When the front of the archway is clear, shift your fire to
the courtyard on the other side. Watch the machine gun
because Blackshirts occasionally try to use it to fire on
you and your troops. When the courtyard is clear, you can
actually jump through the gatehouse window down into the
courtyard. Advance along the walkway on the right side,
picking up some health and ammo along the way, and enter
the house. After making sure the first floor is clear, go
upstairs to clear out the second floor. Move to the back
windows; they give you a great spot from which to fire down
on the Blackshirts guarding the AA gun below.
Some Blackshirts may try to hole up in the building off to
the right of the AA gun. Try to kill them from the second
floor windows by throwing grenades through the door. If
that does not kill them, your allies might be able to do it
when they run out of the building. Go back down the stairs
and around to the area where the AA gun is located. Check
your compass to make sure you got all of the enemies. If
some are still in the small building, finish them off with a
grenade or by rushing in and using your Thompson.
When the area is
clear, move to the
AA gun and place a
charge to destroy it.
Pick up health and
ammo as you head
back to the archway
and exit this area.
No enemies try to
stop you, so you can One more g Un to destroy.
then proceed to your
next objective.
During this mission, it is
possible to earn all three
upgrades for the Thompson
submachine gun. However,
rather than continuing to use
this powerful weapon, switch
to an enemy MP40 submachine
gun and start working toward upgrading it. You can also upgrade
the Ml Garand rifle at least once during this mission. The key to
earning upgrades is patience. Sit back and eliminate enemies as
they appear. You also earn more points for upgrades by making
headshots or using your weapon for melee attacks.
A well-thrown
grenade blows up
two Germans in the
side building.
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Machine Gun Positions ^ Health
LEGEND
GakastDamaiiE
! . Ladder Recommended Path
Wse^jsm [ksailscas
• Ml 928 Thompson
• Ml Garand
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F HA l ('i
HONOR
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The town hall
has two AA guns
mounted on its
rooftop. There are
several ways to go
about completing
this objective. The
toughest by far is
the frontal assault
from the street. Try
to avoid that method
altogether. If you
are jumping into
the battle, you can
land in the tower to achieve a skill drop. An enemy soldier
is right there, so you need to take him out. Then descend a
few flights of stairs to eliminate a second Blackshirt. From
the tower windows, you can fire down on the enemy below as
they try to prevent your allies from getting into the town hall.
The tower provides a good spot
for sniping the Blackshirts on the
rooftop of the town hall , as well as in
front of it .
jjl
If you are really daring, try
to drop right onto the top of
the town hall. It is safer to
land near the rear, where
you can find some cover
quickly. Try to clear out the
Blackshirts on the roofs
western side while also watching for reinforcements coming up
the stairs on the eastern side. If you can clear enough enemies,
paratroopers start to drop in to help you. Then blow up the AA
guns. Because you did not clear the town hall, you must fight
the Blackshirts inside the building on your way out. Or, you can
jump over the eastern or western sides, landing on the rooftops,
which you can take to your next objective — bypassing the town
hall interior entirely.
The western side
of the town hall
offers a safer way to
enter the building.
There is a basement
entrance next to
the city wall. You
must eliminate
some soldiers in the
alleyways leading to
this entrance, as
well as some who
might be hiding out
in the basement.
However, once it is
clear, you can take
the stairs up to the
first floor, where
you (usually] come
in behind the enemy
in the room on the
western side. This
is the best place to
enter at ground level since the main entrance is covered by
a machine gun at the top of the central stairway.
Move through the alleys in the south-
western part of the city to get to the
basement entrance to the town hall.
Clear out this
room, whether
you are coming
in from the front
or basement, and
then approach the
doorway to the foyer.
Clear out this room,
and then make your
way along the right
side of the room, up
the stairs, and on
toward the machine
gun. Throw a grenade to kill the gunner and then rush up
the rest of the stairway to take a position near the machine
gun. Don’t man it — instead concentrate on eliminating Black-
shirts headed in your direction. An ally usually mans the gun
for you and helps provide cover fire as you advance down
the walkway to the right along the eastern side of the room.
Rush up the side of the central
staircase to take out the soldier
manning the machine gun at the top.
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You can avoid the first floor
altogether. Get up onto the
city wall. There are stairs
near the western gate. As
you approach the town hall,
hop up onto the rooftops.
Continue moving toward the
town hall and locate the open window. Clear the room before
entering. Once inside, take up a position near the doorway and
clear out the next room, where some Blackshirts are hiding
behind cover. You can now move out to engage the machine gun
and continue on from there.
Stay crouched and
watch for enemies
ahead of you. Some
come through the
doorways on your
right sides. Skip the
boarded up doorway
and continue to the
second doorway.
The Blackshirts
inside are taking
cover behind an
overturned table. Throw a grenade in to make them move,
and then peek around the doorway to blast away with your
Thompson. Use your compass to see if the room is clear
before entering it. Continue on to the next room and clear it
if any enemies remain.
Move down this walkway
with your allies.
Clear the area at
the rear of the town
hall roof.
Eliminate all the
Blackshirts around
the western AA gun.
It is now time to go up to the roof. Take the stairs to the
southeast corner of the roof. Wait for some paratroopers
to join you and then begin taking out the Italians on the roof.
It is sometimes easier to work your way around the back
of the roof. Use the crates for cover as you advance and
clear the roofs western side. Don’t worry about blowing up
the AA gun yet. Continue toward the front of the building
and use your guns and grenades to take out the remaining
Blackshirts near the eastern AA gun. Many enemies are up
here, and the fighting can be really close, so stay alert and
take your time, moving from cover to cover. After all the
enemies on the rooftop have been eliminated, pick up any
ammo and health you might need and then set charges on
both AA guns to complete this objective.
Blow up the AA guns on the roof.
Go back down to the ground level. Stay alert for Black-
shirts as you move back through the town hall. You may
have missed some on your way up — or bypassed them when
you entered the building at a higher level. Now continue on
to another objective.
Tips from the Developer
When dropping into Husky, position yourself
over top of the balcony of the town hall,
overlooking the town square. As you approach
the MG gunner on the balcony, press the melee button
to drop kick him on the way in. You can now use this
position to rain machine gun fire down on the enemies
in the town square. This position also gives you
immediate access to the second floor interior of
the town hall.
— Rex Dickson
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^Mi nAI 1 ■! MON ou™
Iwfrb©rne
ASSEMBLE WITH THE AIRBORNE AT THE NORTH GATE
Your first three
objectives are
complete . A low
you get some new
orders .
Move out to the
north gate.
During a mission, if you ever need to fully restore your health,
or restock all your ammo, head for a secure zone. They are
designated by green smoke and offer crates of ammo and health.
After you have destroyed all four AA guns, make your way to
the north gate of the town. By this time, the town is pretty
clear, so you should have no trouble getting there.
After the AA guns have been silenced, when you die, you will no
longer respawn up in the air. Instead, you will find yourself on
the streets of Adanti.
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LOCATE THE MISSING SNIPER TEAM
ESfeastEgmssHE Msapem ^sssteoSS
Machine Gun Positions m Health { / Ladder <=■ Recommended Path • Ml 928 Thompson
• Ml Garand
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Upon meeting up with the Airborne at the north gate,
a grenade detonates and you will receive new orders. It
seems a sniper team has been cut off and your job is to go
find them. In addition to these orders, you also learn that
German Heer infantry has moved into town. These soldiers
put up more of a fight and are tougher than the Blackshirts,
so be ready for more intense action. Down the street from
your position, a German machine gun opens up on you. In
order to advance along with your fellow paratroopers, you
must silence that gun.
Rush across the
street to this
building.
Rather than trying
to advance down the
street, sprint across
the street and enter
the building through
the open door.
Ascend the stairs
and then move out
onto the balcony.
Turn right and hop
up onto the rooftop.
From here, throw
a grenade to take out the gunner below. Let it cook off for
about three seconds and throw it so it bounces off the wall
across the road and drops right next to the machine gun.
Engage other Germans below until your paratroops can
advance to the machine gun position and then on toward the
objective.
Take out the machine gunner with one
of your grenades.
Do as much
damage as you can
from the rooftop,
then drop down to
the street level.
Enter the building
to the north and
clear it out. Watch
for enemies hiding
behind cover.
Advance through the
house and begin firing on the enemy while in the northern
room. As you can, move to the doorway, using it for cover,
and eliminate all enemies on the right side of the courtyard.
Then try to shoot the soldier manning the machine gun in
the second building across the way. Use the Ml Garand
since you need some accuracy to hit the only part of the
solider exposed — his head.
Germans like to hide in this building.
After the machine
gunner is killed,
move into the
courtyard and fire
on the enemies to
your left. Continue
advancing toward
the building with
the machine gun,
clearing away
enemies as you go.
There is some health
in the building if you need it. When the room is clear, walk
up the stairs to meet the sniper team.
The sniper team is on the second floor
of this building.
Eliminate the
German commander
When you get to the
top of the stairs,
you find one of the
snipers dead and
the other wounded.
He informs you of a
German commander
in another building
who is calling in
reinforcements to
take back Adanti.
Since the surviving
sniper is unable to use the rifle, it is up to you to kill the
German commander. Crouch down and walk over to the
sniper rifle. Switch to your Ml , and then swap it for the
Springfield sniper rifle.
You have found the sniper team — though
they are not in very good shape.
Move over to the
window and bring
up the scope view
just like you would
your ironsights. It
takes a second for
your sight to focus.
Then peek up over
the window sill and
locate the enemy
inside another
building. Zoom in
your scope if necessary, place the crosshairs over the head
of the commander, and then fire. The enemy commander will
be firing at you, so don’t take too long. The German appears
randomly at one of three windows and will change positions
frequently. When you have killed him, one more objective is
complete.
Line up your shot on the German
Commander.
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ASSEMBLE WITH THE AIRBORNE
AT THE TOWN SQUARE
Hold onto the
Springfield sniper
rifle because you can
use it for the next
part of the mission.
Go back down the
stairs and make
your way down the
street toward the
first machine gun
position. Germans
have taken up a
position at the end of the street, near the north gate. Hide
behind cover and use the sniper rifle to clear them out.
You must move down the street, using crates and walls
for cover. The building on the left side also provides cover,
allowing you to shoot through windows so you can get the
right angle for a shot on the enemies. After they have all
been neutralized, advance through the north gate, then
continue on toward the town square.
Use your sniper rifle to clear the way
back to the town square .
Eliminate the Three
German officers
By the time you
reach the town
square, German
reinforcements have
rolled in and taken
over the town hall.
The German infantry
is positioned around
the front of the
building. You also
receive new orders.
Three German officers in the town hall must be eliminated.
All three are in the western part of the building, but on
different floors. One is on the first floor, another is on the
second floor, and the last is on the roof.
There is a battle for the town hall .
Now that you have a sniper rifle, this is a perfect opportunity
to earn an upgrade for it. Climb up the ladder along the street
so you can get up to the rooftops. Position yourself behind the
crest of the roof so you can crouch down and not be seen. Then
pop up and begin picking off Germans. Start with the machine
gunner on the balcony and then work your way down. There are
enough enemies out in front for you to collect your first sniper
rifle upgrade — a polished match grade bolt that increases your
rate of fire.
You can choose how you want to enter the town hall. If
you clear out all the soldiers in front, you can go in through
the front door on the right. However, you can bypass those
soldiers and enter either though the basement or the
second floor window as mentioned earlier in this chapter.
The German soldiers take up similar positions to the Black-
shirts you mopped up earlier. Watch out for the machine
gun at the top of the central staircase. Your compass helps
you locate not only enemies, but also the target German
officers. Advance through the town hall along with your
allies and kill all the officers. When all three are dead, the
mission is complete — even if you have not mopped up the
rest of the German soldiers.
This officer is on The next officer is in the
the first floor. room directly above on the
second floor.
The last German
officer is on the roof
near the western
AA gun.
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Veni, vidi, vici. (I came, I saw,
I conquered.)
—Julius Caesar
68
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
13 Me^ptemk&i 1993
Ake radio- klaned out the neuri- 4 tine- inuaAion of dtalf. tyor, the. pad time,,
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(fledAd Ijedih: (landom JtouSe) , 22—23; 62—63
m
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^Ml MAI
S\'IRB©RNE
Briefing
The paratroopers were not supposed to support the invasion of Italy. However, General
Clark’s soldiers of the Fifth Army who made the landings at Salerno have come under
constant counterattack, resulting in heavy losses. The Germans have set up staging areas
near the coast to supply these attacks. The largest of these is located near the Paestum
archeological project outside Salerno. The Germans are dug in and well protected among
the ruins. We must dismantle their operations piece by piece.
Cache
Actor I I
Lower
Excavation
Lower
Hilltop
Temple
lentral
Square
Hilltop Temple
Ampitheatre
Upper Excavation
Restoration
4
V
Mr*
i Jt
A.TH
Ammo
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LEGEND
SGflsaiSHS®
Sabotage Fuel Containers *■> Defeat Enemy Ambush
Destroy Ammo Cache
Disable Communications Radio
Disable Communications
Antenna
Assemble with the Fifth Army
Demo Team
7 Assemble with Corporal Kish
s Ascend to Hilltop Temple
9 Destroy AA Gun
10 Set Signal Fires for P-40
Warhawks
i
ft
(inside light green overlay!
Southwest of Amphitheatre S Southeast of Amphitheatre
§ME jSrapD
Land on top of the column >1 Land on top of the water tower
Land through the open archway © Land on top of the cargo loader
Land through the opening
Ml 2 Shotgun
f ^ j Ml 2 Shotgun
Machine Gun Positions IS Health
EJteaslIlglEKaSIlD©
Ladder ^ Gate
[kiailaQaS
M1928 Thompson or MP40 • M1911 Colt .45
Ml 903 Springfield
The British Eighth Army began the invasion
of Italy by beginning to land troops at the
.» tip of the toe of the peninsula on September
X « 1 3rd under the codename Operation Baytown.
Operation Avalanche was the American landings at Salerno
on September 9th, 150 miles to the north of the British
landings. On the previous day, the 82nd Airborne Division
was in the air and on its way to drop on Rome. However,
this operation was cancelled at the last minute when it
was learned that the Germans had at least two divisions
of troops already in the city and that the drop would be a
suicide mission.
The landings at Salerno met heavy resistance. Even
though Italy had surrendered on the 8th of September, a
German division was waiting with five more able to move in
within a matter of days. By the 12th, the Salerno beachhead
was in doubt. General Mark Clark, Commander of the U.S.
Fifth Army, disembarked from the ship that had been his
headquarters, and hit the beaches. He personally rallied and
gave orders to his troops, leading from the front during the
major German counterattack that took place on the 13th. In
order to get reinforcements where they were needed quickly,
Clark ordered paratroopers from the 504th Regiment,
82nd Airborne to drop in on the night of the 13th. More
paratroopers were dropped the following night. On the 16th,
the Germans launched their last counterattack. The British
and U.S. armies were able to link up the next day and by
the 18th, the Allies began moving out of the beachhead andj
advancing northwest toward Naples and then Rome.
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F HA l ('i
HONOR
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You will be dropping right into the middle of some ancient
Roman ruins outside of Salerno. The Germans have set
up a base here and you must cause as much damage as
possible to prevent this base from being used to support
the counterattacks on the Allied landings. To begin with,
you must eliminate the German’s communications abilities,
sabotage their motor pool area, and destroy their cache of
weapons. There are no Italian Blackshirts here because Italy
has surrendered. Instead you will face German Heer infantry
and officers, as well as the tougher Waffen SS infantry.
LANDING IN PAESTUM
This is another night drop . However ; the
area below is pretty well lit.
Your drop zone is the central part of the Paestum ruins.
Two SZs have been established to the southwest and
southeast of the amphitheatre. At each you can find
weapons ammo as well as health and both are safe from the
enemy. However, if you are daring and willing to take on the
Germans on your own initially, you can push your landing to
the edge of the drop zone and bypass some of the defenses.
For example, you can actually land in the motor pool, which
will put you into position to blow up the fuel tanks there.
There are three objective areas. Two — the motor pool and
ammo cache — are to the northeast, while the third — the
communications equipment — is in the northwest. It does not
matter in which order you accomplish your initial objectives.
However, it is a good idea to go after the two in the
northeast consecutively so you don’t have to walk back and
forth across the area more than necessary. Though there
are no rooftops that you can climb up onto like in Adanti,
there are still heights that can be used for an advantage,
such as the aqueduct that runs east to west. If you brought
the Springfield sniper rifle, you can use these heights to
clear out areas from a distance before you rush in to
complete your objectives.
Try landing in the
aqueducts to gain
a height advantage
over the enemies
below — especially
with your sniper rifle.
There are five skill drop locations in Paestum. While a
couple help you achieve your objectives, the rest are just
tests of your ability as a paratrooper
The first skill drop requires you to land on a pillar located
near the western SZ. There is not a lot of space to land
on , so you have to aim carefully and stick it. Flare at the
last moment to slow down your descent. You can not
engage the enemy at the objectives from this point , but
you can take fire from the Germans in the amphitheatre.
Shot them to score some kill points toward a weapon
award with your rifle if you want.
This is actually the toughest skill drop to hit. You have to
land through the open archway on the aqueduct designated
by the parachute. The key is to move into position south
of the archway , flaring to slow your descent. Then, as you
approach the archway, flare and move toward it so you float
through the archway and land in the aqueduct. From this
position, you can engage some enemy troops near the upper
excavation, as well as near the ammo cache.
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This skill drop is in the lower excavation . You must not only
drop down into the excavation but also through the doorway
at the bottom. Since this is near the DZ center, you don’t
have to move laterally too much. Center yourself over the
opening and face east. Then, as you are just going through
the opening, flare and push forward to go through the
doorway. This can put you right in the middle of a fight, so be
ready for it. This skill drop is not very advantageous for the
objectives. However, from this point, you can advance toward
the ammo cache — after you get out of the excavation.
This is another tough landing. The cargo loader is located
in the amphitheatre. However, you must land on a small
platform on top of the loader to get the skill drop. Flare to
get over to the loader and then line up with the platform.
Flare at the last to make any adjustments and stick to the
platform. You immediately come under fire from Germans in
the amphitheatre to your north, so get down from the loader
and take cover. Then, either kill the enemy, or get out of the
amphitheatre and head to your objectives.
This is a cool skill drop. You have to land on top of the water
tower in the middle of the motor pool. Since it is at the edge
of the drop zone, you have to aim for it quickly and then flare
several times to slow you down so you can get to it. You have
a bit more room for landing than on the pillar, so that part
is not too difficult. This is actually one of the best places to
drop since from the water tower you can throw grenades
to take out both fuel tanks. However, you also have a lot of
enemies gunning for you as well — so be ready to fight.
Tips from the Developer
Take out the
enemy in the
central area first
and your allies that «
fighting there will be
free to join you
elsewhere.
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I^Mi nAI 1 ■! IIONOU*
Iwfrb©rnE
SABOTAGE THE FUEL CONTAINERS
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LEGEND
Jr
Machine Gun Positions ^ Health
Ladder
[^| M12 Shotgun
< 1 = Recommended Path
Co down this ramp leading into the lower excavation to
acquire a shotgun.
[kiMilsQflS
• M1928 Thompson or MP40 • M1911 Colt .45
• M1903 Springfield
\ ✓
The fuel containers
are located in the
motor pool area in
the northeast. In
order to get to it,
you must fight your
way from the central
square through the
area north of the
lower excavation. A
machine gun guards
the gate leading to
this eastern part of the map. There are a few different ways
of dealing with the machine gun: One is to shoot the gunner.
If you have a sniper rifle, that is fairly easy. That allows your
allies to rush in and help you. If you landed in the aqueduct,
you can also use this height advantage to take out the
machine gunner. Another option is to enter the lower
excavation and fight your way through so you can come out
to the south of the machine gun and on its flank. Finally, you
can land behind the machine gun or off to one side and take
out the gunner.
Eliminate the machine gunner blocking
your way to the east.
If you don’t land on the
aqueducts, you can still
get up on them. Look for
crates you can jump up
onto or even a knocked
over pillar that serves as
a ramp to the top.
r
the lower
take up a
Tips from the Developer
Rather than
fighting your
through
excavation,
position on
the outside and to the
west so you can fire
down on the enemy
below while they are busy engaging your allies.
If you go through the lower excavation, this area can
be like a maze. Pick up the Ml 2 shotgun by the entrance
because it will come in handy in this close-quarters fight.
Swap out your submachine gun for it. Keep an eye on your
compass so you can see where the Germans are as you
advance. Stay low and behind cover as you advance. Make
your way to the southern edge, where you can take a path
up and out of the excavations. The exits are to the east.
Pass through this
area to get to the
eastern edge of the
motor pool area.
By coming around
from the side, you
can hit the enemy
from behind, where
they have no cover.
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When the pathway into the motor pool is open, you can
move in. This area is defended pretty heavily. The Germans
hide behind cover and even throw grenades at you. Upon
entering the motor pool area, move east to the edge of the
area, and then work your way north, taking out enemies as
you go. You can try moving through the western or central
parts of the motor pool, however the enemy are concen-
trated there and have lots of cover. You can often flank
them from the east.
the second fuel tank, blow it up as well. Then all you have to
do is mop up the remaining Germans and head for the next
objective.
A sneaky way to destroy
the fuel tanks is to infiltrate
One of the fuel
tanks is in the
northern part of the
motor pool. As soon
as you see it and
have cleared out the
enemies near you,
throw a grenade so
it lands underneath
the tank. When it
detonates, it blows
up the fuel tank. You
can also fire at the
fuel tank until it explodes.
The fuel tanks can take several shots
before they explode — or you can use a
grenade .
the motor pool from the
northwest. If you go north
from the eastern SZ,
between the Amphitheatre
and the motor pool, you find
a gap in the wall leading into
the motor pool. Once inside,
you can move south along the
wall to get to the western
fuel tank to destroy it. Return
to the gap and then move
along the northern edge to
get to the second fuel tank. You can then either fight your way
through the motor pool, or head back through the gap.
The second
fuel tank is in the
western part of the
motor pool. Continue
advancing to the
north and then
make your way west
along the northern
edge. This helps
keep Germans from
hitting you from
behind since you
have the edge to your back. Watch out for enemies hiding
in the tents or behind crates. When you get within range of
Don't forget to get this western fuel
tank as well.
DESTROY THE AMMO CACHE
The best way to get
to the ammo cache
is to parachute
down into this area
to the east of the
lower excavations
and as far south
as possible. If you
are already on the
ground, come at it
through the gate by
the motor pool or
by making your way through the lower excavations. Many
enemies are in the courtyard. You must get past them and
then enter the building area, which is actually built into a
small hill, to get to the cache.
You must get past these enemies to
get to the ammo cache.
If you need some health, a
couple of these goodies can
be found in the cave on the
eastern side of the lower
excavations.
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Move along this southern pathway to
flank the Germans .
The best way
to advance to the
building is to head
south and then
move up a rise in
the earth. From
behind stone walls,
you can fire into the
flanks of the German
defenders, allowing
your allies to push
forward and help you
clear out the rest.
You can advance
along this southern
edge until it is time
to enter the building.
By this time,
your allies should
be helping with
suppressing fire.
Rather than going
through the door
in the center, jump
through the window
to the south. Be ready to fire on Germans directly to the
north who may be firing through windows at your allies.
When the outside of the building is
clear, jump through this window.
Plant a charge here, and then run as fast as you can to get
out before the roof comes crashing down!
3
The subterranean
building is like a maze
of short walls and
crates. Advance with
caution and watch
out for grenades
thrown by the
enemy. A shotgun
or submachine gun
works best in here.
Make your way
through the crates to the eastern edge of this building. It is
important to clear as you go so you don’t have to worry about
enemies behind you. The Germans fire at you and then usually
withdraw, so by the time you get to the end of the building
where you set the charge, there may be a few Germans
remaining. Throw a cooked grenade into their corner so they
don’t have time to run away. Finish off any survivors and then
place the explosives on the crates where indicated. As soon
as you do, sprint out of the building as fast as you can so the
secondary explosions do not kill you as all the ammo goes up
in flames.
One of the weapons dropped by the Germans is the G43 rifle.
This is an excellent weapon in that it is a semiautomatic rifle
that can be upgraded to include a scope and used as a sniper
rifle. If you did not bring a Springfield sniper rifle with you, be
sure to pick one up. Even if you did bring a Springfield, after
using it for clearing out areas at a distance, pick up a G43 and
start using it to earn weapon awards.
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EEi3
DISABLE THE COMMUNICATIONS ANTENNA
Machine Gun Positions M Health
EitesstllgiDain©
Ladder <|= Recommended Path
Gate
Wssgism
Ml 2 Shotgun
Mse Earn [kssslaHe
M1928 Thompson or MP40
M1903 Springfield
Ml 911 Colt .45
N
Follow this pathway so you can then hit
the machine gun in the flank .
Both of the objectives dealing with communications are in
the northwest. In order to get to the communications post,
you will have to advance through the upper excavation and
the restoration temple. The entrance to this area is covered
by a machine gun. The best way to approach is from the
direction of the western SZ. Follow a path to the west and
take cover behind a stone wall. From this flank position, you
can fire at the machine gunner. Stay here until all of the
Germans around the machine gun have been eliminated and
your allies are rushing forward toward the upper excavation.
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This gate is locked
from the other side .
You must go through
the upper excavation
and restoration
temple in order to
get to the communi-
cations post.
Near the machine
gun you find an
Ml 2 shotgun. If you
have not already
picked one up, grab
this one. It makes
the next part of
the mission much
easier because you
will be fighting up
close as you go
through the ruins.
Head down the ramp into the excavation. Lots of Germans
are in this area; be ready for them to throw grenades at
you. With a shotgun, you don’t have to worry about using
ironsights as much when the enemy is up close. You can
use grenades in the excavation, but be careful because
you may hit your allies.
Watch for grenades as you clear out
the excavation.
Climb up this ladder onto the wall and then continue to this
second ladder to reach higher in the temple scaffolding.
When the bottom part of the excavation is clear, go
up the wooden ramp. Rather than continuing on into the
temple, take a right on the scaffolding and continue around
to the ladder in the eastern part of the excavation. This
takes you up to the top of a wall that you can walk across
to some more scaffolding. Follow it to another ladder at the
edge of the temple and climb up to begin going through the
restoration temple on the second level of scaffolding.
Germans are not
only in the center
of the scaffolding ,
but also around the
perimeter.
The temple has
more Germans and
they are careful to
hide behind cover,
popping up to fire
at you or throw
grenades. Take cover
behind some crates
at the southern
end of the temple
on this level and
begin killing enemies as they show themselves. Some are
near the temple’s center and others are near the western
and northern edges. After you have cleared out some of
these, advance to the left along the scaffolding and then up
the ramp to the next level. Continue to where the central
enemies were to find a ladder. This quickly takes you to the
top level. Watch out for Germans directly to the north when
you get to the top. Throw a grenade or get rid of them with
your shotgun before they can hurt you.
This ladder leads to the top level.
Jump across to
this pillar and then
onto the opposite
walkway.
By this time, the
temple area should
be clear. Follow the
scaffolding back to
the west, picking up
some health where
those Germans on
the top level were if
you need it. Locate
the top of a pillar.
Jump over onto the
pillar and then jump
again to the scaffolding on the opposite side. You can also
climb up onto the top western edge of the temple by jumping
up on some crates in the southwest corner and then moving
north to the scaffolding. Follow this walkway north and
around a corner to locate the controls for the communi-
cations antennae. Hit it with a melee attack to destroy it
and complete an objective.
Whack this console to
destroy the antenna.
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Several Germans
are down at the
communications
post below you and
to the north. Use
your rifle to pick off
as many as possi-
ble — especially those
soldiers manning the
machine gun. When
it is clear, climb
down the nearby
ladder and proceed over to the gate. Shoot the lock and the
gate opens, allowing allies to come directly to your position
rather than having to advance through the excavation and
temple.
Use your rifle to clear out the area
below of Germans.
Toss a grenade into the tent to clear out the Germans
inside — and some of the radio equipment.
Take cover behind
some crates and
engage the Germans
as they appear out
of the tents to the
north. Advance along
the eastern side of
the communications
post. The radio you
must destroy is in
the northwestern
tent. Using crates
for cover, head north, and watch for Germans. Move to a
position from where you can throw a grenade into the tent
containing the radio. Usually a few Germans are inside, so
cook the grenade before you throw it. Once it goes off, move
in to finish off any survivors. If not all of the parts of the
radio are destroyed, use a melee attack to complete the job
and save ammo. The enemy communications have now been
destroyed and another objective is completed.
ASSEMBLE WITH THE FIFTH
Army demo Team
Now that you have secured the Paestum ruins, elements
of the Fifth Army have arrived to help you eliminate the
German presence in this area.
The Germans
have a position on
the hilltop temple.
However, in order
to get to them, you
must blow up a
massive steel gate.
Fifth Army has send
a demolitions team
to do this for you.
They are at the
amphitheatre, so advance there to meet them. You should
not run into any enemies on the way because you cleared
out the ruins already. However, if you did not take time to
mop up the Germans in the central area, do so now. Then
the allies engaging them join up with you to move to the
amphitheatre.
If you need ammo or health,
stop by one of the SZs and
resupply for the next part of
the mission.
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DEFEAT THE ENEMY AMBUSH
German infantry
ambush you at the
amphitheatre.
Return fire from behind cover, then run for an alcove.
Clear out the Germans around the amphitheatre.
Upon arriving at the amphitheatre, you are attacked by
Germans. These are Waffen SS infantry, which are tougher
than the Heer infantry you have been facing so far. The
enemy take up positions above you on the perimeter of the
amphitheatre. While you can find some cover and start
returning fire, be careful because they are all around and
cover in one direction may not protect you from enemies
behind you. Instead, run toward one of the alcoves at the
edges of the amphitheatre and then carefully ascend the
stairs to the upper level. Use your rifle to take out the
Germans one by one. If you need health, go back down the
stairs. Most of the alcoves contain health for you to pick up.
Finish off all of the enemies, watching your compass to see
where remaining foes may be hiding. After they have been
eliminated, you get new orders.
Assemble with Corporal Kish
After surviving
the ambush, the
demolitions team
is now ready to
open the way to the
hilltop temple. Exit
the amphitheatre,
stopping to gather
ammo or health as
needed, and then
move out toward the
central square. The
Fifth Army soldiers place charges on the steel door and then
help you with your next objectives.
Head to the central square to
receive new orders.
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^Mi nAi * ■! iionou^^
Iw[rb©rnE|
DESTROY THE AA GUN
The Germans have positioned artillery on the hilltop next to the temple that are being used to shell the U.S. troops at the
Salerno beachhead. Your new orders are to get up to the temple, destroy the AA gun there, and then set signal fires so an
airstrike can take out the position.
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Machine Gun Positions ^ Health
<1= Recommended Path
• M1928 Thompson or MP40 • M1911 Colt .45
• M1903 Springfield
% J
ASCEND TO THE HEULTOF TEMPLE
The doorway to
the hilltop temple
has been opened.
However, a lot of
Germans stand
between you and
your objectives. As
soon as you step
through the opened
gate, you come
under enemy fire.
Head to the downed
pillar on the left and
take cover behind it.
Try to pick off some
of the Germans
behind the walls to
the south if you can.
However, don’t stay
there long. Follow
the dirt path to your
left up the side of the
hill and take cover
behind the wall on
the right when you
get to the top. From here, begin to kill the Germans who
are firing down on your allies below. Move around the corner
carefully and hit them in the flanks. Be ready for the enemy
to come after you and try to drive you away. Stay behind
cover and pop up or around the cover for quick shots.
Getting to the hilltop can
be deadly. The best tactic
is to stay back and pick
off Germans at the top of
the stairs from a distance
using your rifle. If you have
a sniper rifle, this is a lot
easier because you can stay back from the gate to do this. As
you clear out an area, your fellow paratroopers advance to
secure it. Then move forward to clear the next area.
If you have been using your G43 regularly, you may have been
able to earn the first two upgrades — a larger magazine and a
sniper scope. This turns the German rifle into a semiautomatic
sniper rifle that can fire 20 rounds before it has to reload!
Cross to the western side so you can come up behind this
German at a machine gun .
As it begins to clear, move south a bit and take cover
behind another wall so you can clear out the area to the
west of you. When the enemy is gone and your allies have
moved up, rush across to the western side of this area.
Now go up the stairs, staying as far west as you can, then
up another flight to come in behind a machine gun. Kill the
soldier manning the machine gun and clear out this area.
Then you can either man the gun yourself, or wait for one of
your allies to take it over.
Shoot at the Germans to the east.
You are now fighting against enemies to the east. Pick
off as many as you can with your rifle or shotgun from this
location, then begin advancing east. Rush from cover to
cover, and stay north as you continue moving east, watching
for enemies hiding or throwing grenades at you. When you
get to the eastern end, ascend the stairs to the southeast,
using the same tactics as before. When you reach the
steps at the southern end of the walkway that lead up to
the temple, pause for your allies to catch up and make sure
your weapons are fully loaded.
Pick off enemies from a distance with
your rifle if you can.
Take this path along the right side so
you can reach the German flank.
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F HA f 01
HONOR
m
RJ
B<
9
Rl
N
M
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While moving to the hilltop
temple, be sure not to push
too far ahead of the other
U.S. troops. Wait for them to
catch up, or even lead as you
advance to the top. Listen to
what they say. If you hear one
ask you to cover them, start laying down suppressive fire on the
enemy while your ally rushes forward to take them out. If you
don’t help, your ally usually gets killed.
There is a machine
gun to the west of
the stairs, covering
this way up to
the temple area.
Make sure you are
crouched down and
carefully climb the
stairs, keeping your
right shoulder next
to the wall. At the
top is a short stone
that you can hide
behind. Peek around
it to the left and use
your rifle to kill the
gunner up ahead.
Wait for your allies
to move past you,
then advance and
turn to the right.
Hide behind some
crates and then pop
up to use your rifle to take out the soldier manning another
machine gun to the north. You can also use grenades.
Advance carefully
toward the machine
gun you just cleared,
eliminating any
Germans who move
in to take control of
it. Continue to the
crates to the west
of the machine gun
Eliminate the Germans near the and take cover behind
artillery and prevent them from them. From this
getting to the machine gun. s P ot - P ick off several
enemies that come at
you from the west. Keep this up until they are all eliminated.
Ascend these steps and then take out
the soldier at the machine gun .
Head through the interior of the temple .
Now move
through the temple’s
interior, clearing any
remaining enemies
inside, and take
cover behind some
stone walls or crates
in the southwestern
part of temple so
you can neutralize
the enemies around
the AA gun. Advance
from cover to cover as you get clear the area. Your allies
help you and even rush forward to flush out your foes.
Throw a grenade or two to get those enemies who are
hiding behind sandbags and be ready to shoot them if they
try to run for it. When it is clear, move forward and place
a charge on the AA gun to destroy it and complete another
objective.
From this position , use your rifle to
clear the area around the AA gun.
Blow up this AA gun.
<
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Set Signal fires for
P-40 WARHAWKS
Shoot two of the red barrels to start signal fires.
All that remains to do is set some signal fires so that
American P-40s can make their bombing run on the artillery
guns. Head north from the AA gun toward the area in front
of the temple. Two red barrels are in this area. Shoot each
a couple of times to set them ablaze and complete your final
objective for the mission.
The P-40s zoom in
and destroy the
artillery to prevent it
from ever again firing
on Allied troops at
Salerno.
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>
WAR ft NftW
departments
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OPERATION NEPTUNE
France
You will bring about the destruc-
tion of the German war machine,
the elimination of Nazi tyranny
over the oppressed peoples of
Europe, and security for ourselves
in a free world.
—General Dwight D. Eisenhower, D-Day order speech
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05{)une 1944
Ontheniyhiol5^Mne 1944, the pedh^indeA om^, the 9X Cwyp Gamier
Command, took a^f j/iom hUitham ain^ield, and ihodiy Umea^teA, hoop- caeMeAA-
azWfinC) itht ithnee ipamckutz ineyimenti i took oj^ j/iom aae^ieldA ieattem^
Cncjland. Xhe pathlindeAA, jpiom the 504th Paexuhnte heyim^
to land on O-Aench toil. A/ptel ten dcufA on the ywund, they weoe Aeiieued and
banned to the myiment, hd not helfMe ieoen twypeAA j/wn the 504th wene
kited. lU<mtjHwaitedmoa^
D riememheA itandlimy in the comp any itneet on the memorable niyht of 5 [)une
cmdieeincfthedeylydi^C-^l^Ijiyinyoi^deieeAiee-. b had an empty jjeeliny
in my demack aA t WLcdd^ thx^ planed 9
Uk& a Idtsude, le^t at the atta/i.
On 8 j)wly, the 82d Ainbome netunned to- Gnytand a^teA 33 dayA of
combat uuthout nelieff oa >ieplacemeriU. GbnAiny that time, the jpm neyimentA
&l the 82d iMeceujyJly completed eaeoy aAAiyned mMAnm. PaAatneopeAA oj. the
505th libeAated Ste. Meoe OyliAe, the jped city to- he taken j/iom the QeemanA
in ^Aance, jpum homA he/aoe the heaeh landiny on tb-tbay. . . . tbminy the
jjiyhtiny, the 82d had deAhoyed 62 Cjenman tank, and 44 antitank and
aditteAy ynnA, white Audaaniny 46 pieoeent caAualtieA.
— -flarneA MeyellaA, /t/t the tidy da- /G&idn
(fJeux l/j&ih: QcmAqM' cJiotdA&j , / 05—1 06
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During the early hours of D-Day, you are dropped inland from the coast of Normandy in
order to support the Allied landings at Utah Beach. The Germans have built a veritable
fortress to repel an invasion force. Your mission is to eliminate their ability to fire on
Allied ships so that the naval warships can close to fire shore bombardment and the
landing craft can make it safely to the beaches to unload their cargo of soldiers.
Trench Maze
Central
ia '
Spotting
Tower
Parking
cj L* r I -,j 1 *4 'I
.... ’ fta :
Middle
T3 aRM
West Road
H Cottage
Destroyed
Barn
<
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LEGEND
&
SGflsaiSHS®
1 Collect M18 Bundles (4) i Destroy Radar Antenna Relay
2 Knock Out Tiger Tank 5 Clear Central Casemate
3 Clear and Secure Spotting 6 Clear and Secure Pillboxes (2)
Tower
(inside light green overlay]
H In the south near the cottage
SMB Esso©
A Land on top of the cement wall 4 Land through the pillbox door
S Land on the small rooftop 3 Land inside the destroyed house
© Land in the room on the
second floor
to
Ml 928 Thompson
submachine gun
Wte Exam EM1S5©
Ml Garand rifle
Machine Gun Positions ^ Health
[§] Ladder
£3 Gate
Wasgsm IkasiilsGoS
Operation Neptune was the name given to
the assault phase of the D-Day invasion
„* ., fiA known as Operation Overlord. The Airborne
S ™ Z played an important role in Neptune. Over
13,000 paratroopers from the the 82nd and 101st Airborne
Divisions loaded aboard 822 transport planes and were
dropped into Normandy before sunrise on 6 June 1944.
Their main objective was to prevent German reinforcements
from getting to the beaches for a counterattack against
the landings. In order to do this, the paratroopers were to
block the approaches to the beaches as well as secure the
exits from the beaches and capture key bridges so that the
Allied infantry from Utah beach could advance toward its
objectives.
The 82nd’s 505th regiment landed the most accurately of
all the regiments, with over half of the paratroopers landing
within one mile of their drop zones and three-quarters
within two miles. The 508th, on the other hand, dropped
only a quarter of its paratroopers within a mile of their drop
zone. Nearly half of the regiment landed on the wrong side
of the Merderet river and were unable to complete their
mission.
Of the missions assigned to the 82nd Airborne, only
one was completed according to plan— the capture of
Sainte-Mere-Eglise. The 3rd Battalion of the 505th was
able to assemble fairly quickly and moved into the town.
So that enemy fire could be detected in the darkness, the
paratroopers were ordered to use only bayonets, knives, and
grenades. The Germans had only about 40 soldiers in the
town and about 30 of them were captured as the town was
taken by the Americans before dawn.
Those paratroopers who were not lucky enough to drop
close enough to their units or their objectives still did what
they could to disrupt the German response to the invasion,
As a result, it took a while for the German command to
know exactly where the main airborne body was in
order to respond. By the end of the day on 6 June,
the 82nd had lost 165 men killed in action.
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I^Mi nAI 1 ■! IIONOU*
Iwfrb©rnE
The German coastal guns are a serious threat to the Allied
invasion fleet and must be put out of action. In order to
accomplish that, you first must secure your SZ against
enemy counterattack by armored units. To help shut down
the guns so Allied warships can sail in closer to bombard
the defenses, you will need to secure a spotting tower
whose calls help direct artillery fire and neutralize the
enemy’s radar capability.
The terrain here in Normandy is different than you
experienced in Sicily or Italy. You will be advancing uphill as
you move north. Trees and hedges cut the area into narrow
paths. The open areas are filled with trench lines that cut
into the ground. These trenches are filled with Germans
who want to kill you. There are also several machine gun
positions that cover most of the main approaches to your
objectives, so you must deal with them.
The enemy you face here are more experienced. To the
south, you will mostly face Heer infantry. However, as you
advance north to the more important objectives, you will
engage Waffen SS infantry and Waffen SS officers. These
troops are tough, taking more damage and moving around
much more to kill you. Therefore, use caution during a
firefight and be sure to pick up ammo as you find it — you
don’t want to run out in the middle of an engagement and
have to rely on your pistol.
LANDING IN AUDOUEVILLE
Your plane comes under heavier fire than before . As you
drop , you can see the area below . Your SZ is in the south.
Unlike the previous two missions, this one is a day drop.
Therefore, you can see the area below as you drop much
better. The drop zone consists of most of the southern
portion of the map. The SZ is adjacent to a cottage where
you can pick up ammo, health, and a few weapons. From
here, you can go after any of your initial objectives.
One of your objectives is to gather the four Ml 8 bundles.
This will let you use the Ml 8 recoilless rifle, which you
will need to destroy a German Tiger tank — another of your
objectives. The other two objectives are located to the
north. On the western side of the map is the large radar
array. You must put it out of action. To the east of the radar
is a spotting tower. This objective requires you to clear out
the tower to prevent it from being used to call in artillery
strikes against the Allied landings on Utah beach.
The cottage near
the SZ is stocked
with lots of ammo ,
weapons , and health.
Think of it as your
base and a good
place to land.
There are five skill drop locations in Audoueville. Each of
them provides some type of tactical advantage you can
use to help your allies advance toward an objective or puts
you in a position from which you can work to complete an
objective on your own.
This first skill drop is on the spotting tower. You must land
on a wall , which does not give you much space to stick a
landing. In addition, this location is at the drop zone's edge,
so to get to it, flare and move toward it when you jump out
of the plane. This spot also gives you a great position to
take out the machine gunner guarding the entrance to the
spotting tower. However, don't stay up on the wall for long,
or the Germans in the trenches below will take you down.
This skill drop is on the destroyed barn at the map's
southern end. To complete this drop, land on the small
portion of the higher rooftop remaining. It is not too far
from where you drop, so you only need to flare a bit to get
over this location. From here , you can pick up the Ml 8
bundle on the roof and start working on that objective.
Just be ready for the Tiger tank that arrives as soon as
you pick up the first bundle.
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This skill drop is in the cottage. You must land inside the
second floor room where the roof and one wall have been
blown away by combat. This is actually a great place to land.
Quickly take cover behind the chest of drawers and begin
picking off Germans to the north with your rifle. This allows
your allies to advance to the destroyed house to the north.
This skill drop is the most difficult for this mission. You must
land through the door of a pillbox located to the south of
the spotting tower. To do this , you must flare a lot and move
past the pillbox , then turn to face the door, flaring at the
last minute to move through the doorway. Be ready for an
enemy inside. By eliminating this threat and then clearing
away the nearby trenches , you can clear the way for your
allies to advance up the eastern side of the map toward the
spotting tower.
The final skill drop is inside the destroyed house north of the
cottage. You must land in the room filled with rubble , making
this a tough place to get a good landing. Usually a German
is in the next room , so be ready to fight as soon as you can
pull up your gun. From here , begin your advance on either the
radar bunker or the spotting tower.
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Collect M18 bundles
UEGINU
Machine Gun Positions ^ Health
©ssnpsasmsg
I inside light green overlay]
H In the south near the cottage
[^] Ladder
EJtecasdlgijLKSsao©
<!=Recommended Path
Was ® am IkmiMiaS
• M1928 Thompson or M12
Shotgun
V
Ml 903 Springfield or G43
Ml 911 Colt .45
This is usually a
good objective with
which to begin the
mission. However,
you also can do it
after completing
the other two initial
objectives. All you
have to do is move
to four bundles and
pick up the pieces of
the Ml 8 recoilless
rifle. However, as
soon as you pick up
one bundle, a German Tiger tank arrives on the scene and
begins to attack. Therefore, it is usually a good idea to start
with the bundle on the top of the destroyed barn. When you
drop, land on the roof of the barn or even try for the skill
drop location on the small section of roof that is higher than
the rest. After landing, pick up the part from the bundle and
get ready to move.
Since the bundle on the roof is the
toughest to get with a tank around ,
start with it . If you didn’t land on the
roof, take this ladder up to the top .
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The Tiger tank arrives. Get off the roof!
The Tiger tank appears from the east. It is armed with
two different weapons. Its 88mm main gun can kill you
with a direct hit. However, you can still take blast damage
from a near miss as well. The tank is also armed with a
bow machine gun that can only fire in the tank’s front arc.
Try to stay to the side or rear of the tank so you only have
to worry about its main gun. The other three bundles are
located to the north, west, and south of the destroyed
barn. The key to reaching all the bundles is to use the barn
as cover. Move west along the roof and hop down into the
second-floor room of the barn to get some cover from the
tank. It usually begins to roll forward toward the west. As it
approaches the barn, get down to the ground and go for the
southern bundle. Pick up the part and then return to the
barn so that it is between you and the tank.
It takes some time for the
main gun to reload, so wait
for it to fire before rushing
to the next bundle. As you
approach, find some cover
and wait for the next shot.
Then pick up the Ml 8 part
and find cover again.
Depending on
where the tank is,
go after either the
western or northern
bundle. Each is near
some stone walls
behind which you can
hide for cover. The
western bundle is
one of the toughest
because you must
traverse a lot of
open ground to get to it. However, once you have picked up
three bundles, at the location of the fourth, you trade in
one of your weapons for the Ml 8 recoilless rifle: Now you
change from being the hunted to the hunter.
knock Out Tiger tank
At the last bundle , you will be able to
pick up the Ml 8 recoil less rifle.
Use the barn for
cover and keep
hitting the tank on
the same side.
As long as you stay away from the front, you can get right up
next to the Tiger tank. If you are under the barrel of the main
gun, it can’t hit you. Position yourself on one side of the tank.
When the main gun is pointed in your direction, run around the
back and take a shot at the opposite side. You can move quicker
than the turret of the tank can rotate. Then, either get up close
again or seek cover elsewhere.
Quickly pick up the remaining three bundles.
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I^MinAI 1 ■! 1IONOU*
Iwfrb©rnE
With the Ml 8 in your hands, rush back to the barn to use it as cover. The Tiger usually follows you around, so find a spot
and wait for the tank to come to you. The Tiger tank is heavily armored. It can take a lot of hits to its front and keep going.
Therefore, go for its weak spots — the sides and treads. Your first shot should be aimed at the tread wheels on one side of
the tank. After firing, get back behind cover while you reload and the tank’s main gun fires. Then move out to hit the tank in
the tread on the same side as before. A second hit causes the tank to throw a track, effectively immobilizing it. Now just get
a third hit on the same side and the tank should be history.
Three hits to a side
knock out the Tiger
tank . It takes more
hits if you are aiming
at the front.
If you need more ammo for
the recoilless rifle, look for a
crate in the southeast corner
of the barn and another crate
in front of the cottage. After
taking out the tank, use the
Ml 8 against some infantry
and earn some kill points so you can upgrade it for future use.
Just be sure to aim at the ground or a wall behind them so the
blast damage kills them as well as nearby enemies.
Clear and Secure the Spotting Tower
The spotting tower is in the eastern part of the map. This
can be a tough place to get to from the southern part of
the map where the SZ is located. You must fight your way
through trenches and risk fire from three different machine
guns guarding this route. However, if you take your time and
work with your allies, it is not too difficult. The best weapons
for this part of the mission are a shotgun or submachine
gun and a rifle because you want to be able to take out as
many Germans at long range as possible, but also need
some heavy firepower for close up fights.
Tips from the Developer
If you don’t have a G43 rifle at the beginning
of this mission, be sure to pick one up as
soon as you can find one dropped by an enemy
soldier. Not only does the German weapon hold
ten rounds to the Ml Garand’s eight, but you
can also reload it in the middle of a clip; with
the Garand, you have to fire all eight rounds
before reloading.
J
Rush up to this stone wall and take cover. From here you can
take out the gunner in the pillbox.
There are two main routes to get to the spotting tower.
The eastern route takes you up the hill right under the
sights of the machine guns as you maneuver to outflank
them. Start off near the red truck and then take the path
to the right. Stay to the right at the next branch and then,
when you get to a stone wall on your left, sprint forward
to a corner in another stone wall that provides cover from
the north as well as the east. A pillbox up ahead contains
a machine gun that the Germans use to fire down on you
along this trail. From this spot by the stone wall, you can
use your rifle to take out the gunner.
If you have a sniper rifle,
stand on the crate by the
red truck and you can get a
shot at the gunner inside the
pillbox.
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Clear out the
trenches as you
advance.
LLULIIIU
Machine Gun Positions m Health
Ladder
I Gate
EJtecastDgmscsm©
<^= Recommended Path
Msapam IkssiiliEB
M1928 Thompson or M12 • M1903 Springfield or G43
Shotgun
Ml 911 Colt .45
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
I^Mi nAI 1 ■! IIONOU*
Iwfrb©rnE
Clearing out
the pillbox allows
your allies to join
up with you. Your
next threats are
soldiers to the east.
They come along
the trench line,
taking cover behind
crates and walls.
Clear and advance
to the eastern edge,
then begin pushing
north. While you can just go for the spotting tower, it is a
good idea first to clear out the trenches. This allows allied
replacements to get to you easier. Be sure to clear out each
of the machine gun emplacements as well.
This concrete walkway leads up to
the Spotting Tower entrance from the
eastern direction.
Tips from the Developer
The shotgun is a great weapon in the
trenches as well as the bunker interiors.
The western
route begins at the
cottage. Since you
will be advancing
through the
destroyed house in
the middle of the
map, it is a good
idea to clear it
out first. Take up
a position on the
second floor of the
cottage and use
a rifle to snipe at
all the Germans around the destroyed house. The chest
of drawers in the damaged room is a good spot for this.
As you kill them one by one, your fellow paratroopers can
advance up the tail leading to the destroyed house. As it
clears out, return to the ground level and move up the trail
yourself, mopping up any remaining enemies. Enter the
destroyed house and move to the eastern room that is filled
with rubble.
From the second floor of the cottage ,
you have a good vantage for sniping at
the Germans in the destroyed house in
the center of the map.
You can find crates of ammo, grenades, and health in the
cottage, as well as an Ml Garand and a Thompson submachine
gun. Consider the cottage your base for this mission since it is
the only SZ on the map.
Crouch down and
cautiously move to
take cover behind
the stone wall, to
the left of what used
to be a window. Peek
to the right around
this wall and engage
any Germans in the
trenches to the east
of your position.
When the trenches
are clear, use
your rifle to shoot
the soldier on the
machine gun uphill
from the trench.
Now that it’s clear,
go east. Barbed
wire and dragon’s
teeth block the road
leading up the hill, so
you must go through
the trenches. Stay
along the trench’s left side. As you get to the end of the
wooden wall, hold. Another machine gun is up ahead to the
left. Peek around the side or over the top to kill the gunner
using your rifle. Or, throw a grenade into his position.
Watch for enemies to rush out
as you advance.
Take cover on the left side of this
former window.
Continue moving
uphill to the east
until you come to an
intersection. You can
clear out the pillbox
to the right if you
want. Then move
to the left toward
the parking area. A
well-placed grenade
can take out several
Germans in this
area. Along with
your allies, clear this area and then get ready to enter the
spotting tower.
The parking area has several enemies
in it. Throw a grenade to get some ,
then rush in to finish them off.
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AS1MJJLT QM THE TOWER
The ground entrance
is protected by
this machine gun
position .
IMaual bombardment has blasted another entrance into the
spotting tower. This is a safer way to enter. Clear out the
enemies on this second level , then go up or down from there .
There are two ways
into the spotting
tower. The ground
entrance on the
western side is
accessible by a
concrete walkway
from the east or a
concrete side area
filled with crates
from the parking
area. The problem
with this entrance is that it is guarded by a machine gun at
the end of a narrow corridor. To go in this way, you must kill
the gunner with a rifle shot. If you climb up on the wall to
the side, you can shoot down at the gunner and usually avoid
being hit by his fire. When the way is clear, move into the
tower before another German can man the machine gun.
Inside, move to the doorway and peek around the corner.
There are several Germans in this bunkroom. Throw a
grenade inside to kill some and get the rest to move so
you can shoot them. Off to the right is a restroom and a
stairway. Clear out these areas and then climb the stairs to
the next level.
Climb up on the wall and shoot down
through the firing port.
The combat inside
the spotting tower is
close and deadly.
While climbing the stairs, be sure to peek around every corner,
ready to shoot any enemies waiting to ambush you.
At the top of the stairs you find the second level has a
gaping hole in the wall of the main room. Clear out the area
near the stairs, and then move into the main room. The
gaping hole is the second entrance into the tower and allows
you to bypass the machine gun at the lower entrance.
However, if you choose to come in through this way, you still
need to clear the lower level to complete this objective.
Peek around the
corner at the top of
the stairs to engage
the Germans in the
tower's third level.
Now ascend the
stairs to the third
level. The room at
the top contains the
equipment used to
determine the range
for the German
coastal artillery as
they fired on Allied
ships. Eliminate
any enemies in this
room, then go up
the last flight of
stairs to the top
of the tower to
completely secure
the spotting tower.
One more objective is now achieved.
This spotting device will not be used to
target Allied ships anymore.
Tips from the Developer
The spotting
tower is not a
lad choice for
a first objective. In fact,
if you feel like you can
manage on your own,
drop onto the skill drop
on the concrete wall to
begin the mission. Clear it out and then make your
way to the top. From here, you can use a sniper
rifle to take out Germans in the trenches
below or rain down grenades on them.
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ci HONORS
Iwirb©rnEi
DESTROY THE RADAR ANTENNA RELAY
West Road
Machine Gun Positions
£ Health
Ladder
<^=>Recommended Path
• M1928 Thompson or M12
Shotgun
• Ml 903 Springfield or G43
^^RIM AOfBS^Game Guide ^
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Take out enemies protecting the bunker ; especially the soldier
on the machine gun .
The radar bunker is located in the west. Machine gun
emplacements as well as trenches protect it. However,
these defenses are not as large or elaborate as those south
of the spotting tower. While the west road takes you right
into the action, it is safer to advance on the radar bunker
from the southeast. The area around the destroyed house in
the middle must be cleared first. After that has been accom-
plished, continue along the path toward the radar defenses,
taking cover behind the first stone wall you come to. From
this spot, you can’t be hit by the machine gun in the pillbox.
However, you can hit the soldier manning the machine gun
right in front of the bunker. Shoot him first using your rifle,
and then take out as many other Germans as you can see
from this position.
When no more
Germans emerge,
advance along the
walkway to the east.
The bunker entrance
is protected by
another machine
gun. However, if you
come from the west
and move just far
enough so that you
can see the opening
through which the
gun fires, you can
throw a grenade
inside and blow
up the gunner. Be
sure to cook the
grenade for about
four seconds so it
explodes just as it
is going through
the opening. Before
another German can
man the gun, quickly
go up the stairs and
enter the bunker. A passageway leads to a control room
where several enemies are usually holed up. Lob in some
grenades, carefully bouncing them off the left wall so they
go toward the enemies on the right. The grenades usually
either kill the enemies near the doorway or force them to
move back, allowing you to approach and peek around the
doorway to fire at the remaining enemies inside.
Throw a grenade through this firing
port to kill the gunner :
Then , as you enter ; shoot through this
second firing port to clear the room on
the other side .
As this area
begins to clear,
advance to the next
stone wall along
the eastern side of
this area and shoot
at more Germans.
When you have killed
as many as you can
from here, switch
to your shotgun or
submachine gun and
move west through the trenches toward the pillbox. This is
a close fight as you come upon enemies behind crates and
around corners down in the trenches. Work to secure the
pillbox, and then head north toward the bunker. Keep an
eye on the machine gun and kill any German who steps up
to use it. Germans come out of the bunker on the eastern
side, so advance to the concrete walkway, use one of the
walls for cover, and peek around it to drop the enemies as
they come at you.
Move into the trenches and clear them
of enemies.
Enter the control
room and move
to take a position
behind the counter
so you are on the
side opposite the
doorway. Use your
compass to locate
more enemies. First,
clear the room to
the north, and then
concentrate on the
two rooms to the east. Use grenades to clear these rooms
or at least flush the enemy out. Keep up the pressure until
the entire bunker is clear.
Clear the room to the north before
going for the eastern rooms.
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1IONOU*
Iwfrb©rnE
Throw a grenade to the side of a shack on t0 P' More
support to get the German on the enemies are on
other side. t0 P °f t * ie bunker.
Two are usually
located behind supports to the west or south, and another
is near the relay to the north of the support where you are
positioned. Deal with the eastern two first. Throw a grenade
so it lands between the two supports and you may be able
to take out both enemies. Then maneuver around so you can
peek past the corner to get a shot at the last enemy on the
roof. When it is clear, move to the relay and set a charge
to blow up the German’s radar relay. Now that you have
completed this objective is completed, descend the stairs on
the eastern side and then jump over the crates.
Plant a charge on this relay to shut down the German radar.
l\louu that you have completed all the initial objectives, a door
near the radar bunker and a gate near the parking area open,
allowing you to advance to the central casemate.
Clear the Central Casemate
The trench area has lots of Germans. Kill them all.
You have received
new orders —
advance to the
central casemate
and clear it out.
To get there, you
must move through
a small trench
area to the south
of the casemate.
Depending on
where you are
when the initial objectives are completed, you can enter the
trench area from either the east or the west — it doesn’t
really matter. Clear out the enemies from this area before
approaching the casemate entrance. As with the other two
structures, a machine gun guards the entrance. Either
shoot the soldier behind the gun, or lob a grenade through
the firing port to kill him.
Watch out for this machine gun next
to the entrance.
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At the entrance to the casemate, another
firing port just past the doorway usually hides
a soldier waiting to ambush you. Peek around
the corner of the doorway and kill this soldier
before entering. Then move up to the firing
port and shoot through it to kill Germans in
the room on the other side. Hold here while
your allies move on into the room to help clear
it, then follow them in. More enemies are in
Shoot through this firing Cautiously advance through the t * ie next room t0 t * ie ' e ^ t - Take up a position
port to clear the room. casemate, clearing out each room behind some crates and throw a 9 renade in
as you go. t0 9 et t * ie started. Slowly and cautiously
advance to the doorway to shoot those hiding
behind cover. Use the same tactics to clear the rest of the rooms inside the casemate to complete this objective.
LEGEND
Machine Gun Positions E Health <|= Recommended Path
Wssfpsm [ksaSsonS
M1928 Thompson or M12 Shotgun • M1911Colt.45
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
I^Mi nAI 1 ■! IIONOU*
Iwfrb©rnE
The area out in front
of the casemate
is filled with
crates , trucks, and
trenches — as well as
many Germans .
The final objective
is to clear out the
pillboxes overlooking
the invasion
beaches. Waffen
SS officers are
defending this area
along with Waffen
SS infantry. The
officers are the
toughest you have
faced so far, so be
ready. They can take
a bit more damage, so be ready with an additional shot or
burst, if necessary. When this part of the mission begins,
quickly take cover behind concrete in the casemate. From
this position, use your rifle to fire on enemies below. They
will be firing back, so use caution. As you target and down
these enemies, your allies can advance forward toward the
pillboxes.
Support your allies by sniping at the
enemies below — especially the machine
gun position.
The Waffen SS officers
are armed with the StG.44
automatic rifles. When you
get a chance, but sure to pick
one up. For greater accuracy,
fire them in short bursts.
Make your way
toward one of the
pillboxes.
It does not matter
which pillbox you go
for first. As your
troops begin to
move forward, leave
your perch on the
casemate and move
down to where the
action is. Switch
to your shotgun or
submachine gun as
you advance. Try to
stay to one side of
the area, either east
or west, to avoid
the enemies in the
middle for now. As
you approach one of
the pillboxes, watch
the firing port near
the entrance. Often
a soldier is there
waiting to shoot
you. Take him out
and then enter. Peek around corners to see what you face.
The pillboxes consist of two levels. You are entering at the
top level. You can usually find a few soldiers in here. Clear
them out with gunfire or grenades, then go down the stairs.
Watch for enemies on the stairwell as you descend. The
lower level is similar to the upper. Use the same tactic to
completely secure this pillbox.
Lob a grenade into this area to blow
up a couple of enemies. Then move in
to finish off any survivors.
You now have to
clear out the second
pillbox. There is
a trench running
between the two
pillboxes. However,
debris blocks the
trench, forcing you
to move through the
middle of the area.
Stacks of crates
and other objects
are useful cover as
you cautiously move through here. Expect a lot of enemies.
Work with your allies to clear a path to the next pillbox.
Your compass is invaluable in helping you detect enemies
that might be hiding in trenches or behind crates. It is
usually best to stay out of the trenches. Instead, cross over
them on the planks of wood.
h
The area between the pillboxes
is a real firefight. These Germans
are tough.
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Secure the second pillbox just like you did the first.
After you reach the second pillbox, use the same tactics
as before. Watch for the firing port. Clear the upper level.
Go down the stairs. Clear the lower level. When the second
pillbox is secure, the mission is complete. You do not need
to mop up any surviving enemies in the trench area.
With the coastal
guns and pillboxes
no longer a threat
to Allies landing on
the beaches, the
paratroopers move
on to other tasks.
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It looks very rough. If I get through
this one I will be very lucky.
— Brigadier General James M. Gavin, commander 82 nd
Airborne, from his diary prior to Market Garden
104
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Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
■•MEDALS HONOR*
TCIRB0RNE
Briefing
Airborne, we are going for the knockout punch on this one. If we succeed we might be home by Christmas.
Operation Market Garden requires airborne forces to secure several key bridges on the way to Arnhem. It is
a risky plan. Our bridge is located in the town of Nijmegan. You must secure the town and take the bridge. The
Germans would rather destroy the bridge than let it fall to us. We must find and disable any German explosives.
Despite heavy Allied bombing, the enemy continues to operate heavy armored units. Eliminate any and all threats
from this sector. You are dropping into territory that is firmly in the grip of the enemy — watch your back.
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SGflasiSHS®
1 Clear MG nests (3)
2 Collect Gammon Grenades
3 Knock Out Roving Tiger Tank
4 Disable Explosives Plunger
5 Disable Radio Equipment
h Assemble and Secure Town
Center
7 Knock Out Tiger Tank
8 Assemble with Airborne and
Clear Bridge Surface
* Knock Out Tiger Tank
H West of the church
(inside light green overlay]
ft Southeastern corner of the map,
near bridge ramp
U Land on the balcony
S Land in the church steeple
© Land inside the destroyed room
4 Land on the planks between
the houses
© Land through the doorway
SBsCaqp©
l%\ Ml 91 8 Browning [& RPzB 54 Panzerschreck
Automatic Rifle
Machine Gun Positions ^ Health
fp] Ladder
M1928 Thompson or StG.44 • M1911 Colt .45
Ml 903 Springfield or G43
(if you have the scope upgrade)
Following the D-day landings and the subsequent
breakout from Normandy, the Allied armies had
pushed back the Germans for a few months.
However, by the end of August, supplies were
getting low as intense action on a broad front used
up more than could be delivered. It looked like the war would last
until 1945. British Field Marshall Bernard Montgomery, the hero
of El Alamein, was in command of the forces in the northern part of
the Allied line. He devised a plan he felt could quickly move troops
across the Rhine and right into Germany— possibly ending the war
before Christmas of 1944.
To get to the Rhine in this area, the Allies would have to push
across several rivers and water obstacles in Holland. To accomplish
this, Montgomery’s plan had two main parts. Market would land
three airborne divisions (the 82nd, the 101st, and the British 1st)
along a highway from the Allied lines to a crossing over the Rhine
to capture and hold bridges. Garden, the British component of the
operation, required the British 2nd Army to advance along this
highway to relieve the paratroops and secure the bridges.
The airborne were dropped on September 17, 1944 and quickly
moved toward their targets. Unlike previous operations, they
were dropped during daylight, which dramatically increased their
accuracy and allowed the paratroopers to assemble quickly once on
the ground. The 101st, which was dropped closest to the Allied lines,
were able to capture four of their five bridges. The 82nd, the next in
line, were able to capture the bridge at Grave and some other of their
objectives. However, because they were focused on preventing an
enemy armored counterattack, they did not rush to seize the bridge
over the Waal at Nijmegan. By the time they tried for this objective,
the Germans had reinforced the light defenses. The British dropped
at the end of the highway to capture the bridge over the Rhine at
Arnhem. However this bridge was much more heavily defended than
anticipated. In addition, some elite German units including the 2nd
SS Panzer Korps were refitting nearby.
It took the 82nd three days to capture the bridge at Nijmegan
and the 2nd British Army was taking longer than anticipated
to advance up the two lane highway. Although the British
paratroopers at Arnhem tried to hold on, even after being
reinforced by Polish airborne troops, they were ordered to begin
withdrawing on September 25th. The bridge over the Rhine at
Arnhem was “a bridge too far.” Although the operation was a
failure in that it did not achieve its main objective— a crossing of J
the Rhine— and the Allies suffered nearly 18,000 casualties as J
compared to the German’s 8,000, those German casualties
were elite troops that could have been used during the Battle Jr
of the Bulge later that year— and possibly could have "
contributed to a German victory.
%>
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Nijmegan is a city in ruins. All the buildings have suffered
heavy damage from bombing and rubble is everywhere. The
buildings here are much taller than those in Adanti, and as
a result of damage, some walls and even parts of floors are
missing. Thus, there are many openings in these buildings
through which the enemy can fire down on you. The church,
located in the western part of the center, dominates most
of the map with its high steeple. From this position, you can
snipe down on the streets below.
For the first part of the mission, you must secure the
town of Nijmegan. There are some machine gun nests
that must be silenced and a tank that must be eliminated.
The Germans also have wired the bridge with explosives.
Before they can blow the bridge and drop the span into the
Waal, you must disable the plunger that will detonate the
explosives as well as the radio equipment. Only after you
have secured the town of Nijmegan can you go after the
bridge and drive the enemy from it. This is not easy because
the Germans throw everything they have at you to stop the
Allies from capturing this bridge. However, the success of
Operation Market Garden relies on your ability to capture
this bridge intact — and quickly.
During this mission, you face some of Germany’s elite
soldiers. In addition to the Waffen SS infantry and officers
you have fought already, you also must deal with Waffen SS
senior troopers as well as the Third Reich’s own paratroop-
ers — the Fallschirmjager infantry. If that’s not enough of a
challenge, the enemy has positioned Panzergrenadiers on
the bridge itself. These soldiers are armed with Panzerfaust
rocket launchers — so beware. You can also expect the
Germans to have armored units, so don’t be surprised if you
run into tanks.
LANDING IN NIJMEGAN
You are dropping into a city with many tall buildings — most of
which have taken a lot of damage during the war
This is another day drop, so you have a perfect view of the
landscape below you as you jump. Two SZs are set up for
you. The first is in the street to the west of the church.
Since enemies are all around, it is best to seek cover soon
after landing. You can find ammo and health here when
needed. The second SZ is in the southeastern part of the
map. It, too, has supplies.
The radio equipment and explosives plunger are in the
buildings to the north of the church. While they are a
priority, it is usually a better idea to go after the Gammon
grenades first. A Tiger tank roams around the central
building and can cause a lot of trouble for you. The sooner
you destroy it, the easier it is to complete the rest of your
objectives. The last initial objective is to clear three machine
gun nests. Two are in the buildings south of the central
area, while the third is to the north.
The SZ by the church is a good place to start the mission.
Skill drops
There are five skill drop locations in Nijmegan. Each of them
either puts you near one of your objectives or provides a
great position from which you can engage the enemy at a
distance and support your fellow paratroopers in securing
Nijmegan.
The first skill drop is on a balcony north of the central area.
You must land on the balcony itself. To do this, flare shortly
after jumping out of the plane , and then push toward the
northeast. The balcony is on the building's eastern side , so
you must position yourself over the street, then flare as
you move on toward the balcony. From this location, you
can climb through a window and be just a room away from
the northern machine gun nest. However, many enemies are
in this building. Stay outside the window using the wall for
cover and clear out as many as you can before entering.
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The second skill drop requires you to land in the church
steeple. There is a walkway to the west of the steeple that
you can land on. However ; do your best to get a greased
or flared landing so you are ready to take on the enemy
soldier inside the steeple. After it is dear, you can use a
sniper rifle to fire down on the streets below, clearing paths
for your paratroopers to advance north and south toward
the objectives. This makes it easier for you to reach those
objectives later on.
This skill drop requires you to land inside a destroyed room .
This one is located in the northwest. To hit it, you must start
flaring and moving north as soon as you jump. You can’t drop
straight down into this room, so drop over the street and
then flare into the room at the last moment. Be ready to
take on an enemy because quite a few are in this building.
If you botch this landing, you will probably be dead before
you can fight back. However, this gives you a great position
from which to go after the radio equipment. It is on the same
floor, just a few rooms over.
The last skill drop is just to the south of the central area.
You must land through a hole in the wall. It is in a wall
facing another building, so like the previous skill drop, you
must navigate between two buildings and then flare just
right to land through the hole. From here, you are just
one floor above and a few rooms to the west of the south-
eastern machine gun nest. There are usually no enemies in
this immediate area when you land, so it is a bit safer than
some of the other skill drops and allows you to clear out the
southern buildings without exposing yourself to fire from the
tank or enemies across the street to the north — unless you
get too close to a window.
Tips from the Developer
The Springfield sniper rifle is strongly
for this mission. There are mai
es for snipers in Nijmegan.
As with all the missions, you can complete the initial objectives
in any order you wish. However, some ways are easier than
others. Each objective has multiple ways to approach it and
it is usually best to focus on an area of the map rather than
completing specific objectives in order. A good order for
completing these initial objectives is to land in one of the
southern skill drops and clear out the two machine gun nests
in these buildings. Grab the Gammon grenades and take out
the tank. Then make your way to the north to clear out the
last machine gun nest and sabotage the bridge demolitions
equipment.
This is an interesting skill drop in that you must land on some
planks between two buildings in the south. This can be a bit
trickier than it looks because you have to avoid landing on the
roofs to either side. This requires you to line up your landing
a bit earlier and then land right on the plank. Be careful not
to turn as you are landing or you may botch it. It is better to
go for a flared landing rather than try for a greased landing
and risk a botch. From the plank, the southwestern machine
gun nest is in the building to the east and just one floor
down. You can fire through the destroyed floor and clear this
out — then jump down and grab the Gammon grenades.
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IIONOH"
Iwfrb©rnE
Clear the machine Gun Nests and Collect
THE GAMMON GRENADES
y
’31 West of the church
mmu
©33HP3 aineg
Machine Gun Positions ^ Health
|^| Ladder <^^Recommended Path
Wssjpm [kuailaDg
Ml 928 Thompson or StG.44
M1903 Springfield or G43
(if you haue the scope upgrade)
Ml 911 Colt .45
Engage the Germans to the south of the church .
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It is usually a good
idea to begin in the
south. While the
skill drop locations
put you closer to
your objectives, they
can also put you
right into danger
as well. Therefore,
if you want to start
off safe, land in
one of the SZs. The
western SZ near the
church is a good place because you have some good cover
and some allies to help you out. Quickly take cover behind
some rubble, as Germans begin to come out of a building
to the south. Fight them off and then rush into the building
to make sure it is clear. From there, move out the back
through a hole in the wall and enter the building directly to
the east from the northern entrance.
Continue through the building and then
move to the next one , clearing out
enemies as you advance .
There are three ladders in
the southern building to the
west of the one containing
the southwestern machine
gun nest. One takes you up
to the third floor, where you
can cross to the next building
on another plank. Another ladder goes from the third floor to the
fourth floor, where you can find a couple of health kits. Then you
can take the third ladder up to the roof. From this vantage, you can
snipe at enemies below — even the northern machine gun nest.
Although you can’t bring a Browning automatic rifle at the start
of the mission, you can find these weapons at each of the SZs.
Another one is near the northern machine gun nest. This weapon
is comparable to the StG.44 and superior to a submachine gun.
The fights in the
buildings are close
and deadly. The
rubble provides lots
of cover for you as
well as your enemies.
Climb a ramp
of rubble up to
the second floor.
There you must
start taking on lots
of enemies. The
key is to advance
cautiously and
clear each room as
you go. If you rush
through, you may
leave enemies behind
you and end up surrounded on your own. Therefore, be sure
to let your allies advance with you. After you clear out this
building, begin engaging Germans in the next building. Clear
the way before you move across a plank into the second
floor of that building.
Clear the room on the other side
before crossing the planks.
The machine gun nest and crate of Gammon grenades are
right next to each other.
When it is fairly clear, move across the plank. Immediately
to your left is the first machine gun nest. Kill the gunner
and any nearby enemies to complete part of that objective.
Located in the same room is a supply crate filled with
Gammon grenades. When the area is clear, pick up the
grenades and then finish clear out this building. Enemies are
on the upper floors as well, so watch for them as well as
the grenades they drop.
Advance across these planks to the next building.
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F HA l ('i
HONOR
m
RJ
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Finish clearing
the building you
are in, then clear
out as much of the
easternmost building
as you can before
crossing over on
one of two plank
walkways. Finish
off any enemies
here as well as
those manning
the machine gun nest. This completes another part of an
objective. If you head up the stairs to the third floor, you
find a ladder that takes you up to the fourth floor where a
couple health kits can be found.
Knock out the
Roving Tiger Tank
You should have
noticed a Tiger tank
driving around the
central building in
a counterclockwise
direction. It keeps
driving around and
firing from its bow
machine gun and
its main gun. As
long as you don’t
get too close to
the northern windows in the southern buildings, you are
fine. However, when the Germans in these buildings are
eliminated, the tank will have no problem firing at you.
There are also several Germans in the central building.
Wait until the tank goes around that building and then pick
off these enemies with your sniper rifle. You can do this
from the second floor windows. Clearing out as much of that
building as possible will make attacking the tank a bit easier.
Eliminate the enemies
across the street.
Clear out all the enemies around this
second machine gun nest.
Tips from the Developer
Rolling a Gammon grenade so that it lands
underneath an enemy tank does more
damage than any other attack!
When the tank is immobilized , try moving to other windows
to avoid taking fire. Keep throwing Gammon grenades until
the tank is destroyed.
You must use the Gammon grenades to take out the tank.
You can do it from the second floor, dropping grenades
down on the tank, or do the same from the ground
level. Just be sure you have good cover. While it is more
dangerous to attack the tank from the front, it is easier to
cause more damage that way. Throw a Gammon grenade
in front of the tank’s path without cooking it at all. The
idea is to have it explode under the tank as it drives over
the grenade. If you can do this a couple times, you will
immobilize the tank. Then, you can just drop grenades along
the sides or try throwing them under the tank. Another
grenade or two does the trick. From the second floor, you
can try dropping grenades right on top of the tank. You have
to cook them for about four seconds so they explode right
about when they hit instead of bouncing off and exploding at
a distance. This will usually take more grenades.
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4 T
Machine Gun Positions
LEGEND'
tMaMJaisaie
S’ Health Ladder
<|=>Reconiniended Path
Msaipem [kssSEoaS
Ml 928 Thompson or StG.44
Ml 903 Springfield or G43 (if you have the scope upgrade)
M1911 Colt .45
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MEDAL of HONOR
iSMasSGSI
Clear out the interior of the church along
with your paratroopers.
Co up the ladder to the steeple and kill the sniper there.
Now that the southern part of the map has been cleared
and the tank eliminated, concentrate on your northern
objectives. By this time, there is probably be some action
around the church, unless you have already cleared it. Help
your paratroopers clear out the enemies in the ground floor
of the church as well as around the outside. Then climb up
to the steeple. Climb ladders inside the church to get up
there. Kill the German sniper and then use this position to
engage enemies to the north. From the church, you can kill
lots of Germans along the pathway leading to the northern
building where the radio equipment is as well as enemies
within this building. This allows your allies to advance on this
position.
Clear out the
enemies directly
below and along the
pathway north.
From the steeple ,
you can kill many of
the enemies at the
northern building
were the radio is
located.
Tips from the Developer
Never assume an area of Nijmegan is clear, just because
you already secured it. This is especially true of the central
area. After completing an objective, it is common to find more
enemies holed up in there. Therefore, as a general rule, always
consider this area a threat.
DISABLE THE EXPLOSIVES PLUNGER
As you go past the
machine gun nest ,
throw a grenade
through the window
so there will be
fewer enemies when
you get there.
Climb down from
the church steeple
and then go east,
staying right next
to the buildings on
the northern side
of the road so the
last machine gun
can’t hit you. Take
a left at the corner
of the building and
go north to find
an entrance into this building from the rear. Slowly move
up the staircase and throw a cooked grenade into the
corner where the machine gun is. That should clear it out.
Throw a grenade over the desk to take
out the gunner.
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However, more Germans are to the right at the top of the
stairs. Throw another grenade to clear them out or mow
them down with your automatic rifle or submachine gun.
Then walk over to the explosives plunger and either shoot it
or hit it with a melee attack to save bullets. This completes
one of your objectives.
Clear out the rest of the enemies in this building , then
destroy the explosives plunger
If you have not picked up a
Browning automatic rifle
(BAR) yet, you can find one
near the northern machine
gun nest.
There are probably more Germans directly below you. Go
over to the stairs in the same room as the plunger. Throw a
grenade so it bounces off the brick wall at the bottom of the
stairs and lands back to the left. Then move down to finish
off any survivors. That should clear out this building. Time to
head to the next objective.
Clear out any remaining enemies on the
third floor near the radio.
The radio equipment is in the northwestern building.
Approach it from the east and you can climb up to the
second floor from a ramp of rubble. A lot of Germans are
in this building. However, if you took your time and sniped
at them from the church steeple, you may have eliminated
enough that your paratroopers were able to kill most of the
rest of them. However, if not, you face some close fighting
like you did in the southern buildings. Clear out the second
floor. Then get to the third floor via stairway or a ladder in
the eastern part of the building, near where you entered
by the ramp. Clear your way as you advance west. In the
northwest corner of this floor, you find the radio equipment.
Destroy it all to complete this objective.
Whack the radio
equipment with your
rifle to destroy it.
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HONORS
Iwfrb©rnE
ASSEMBLE AND SECURE THE TOWN CENTER
After all the initial
objectives have been
completed, go back
to the center of
town. It is a good
idea to move to the
church and fight
from the inside. Use
the windows facing
the central area
for cover as you
engage Germans
there. When it
looks clear, advance
on the building,
but stay to the
north of it. Enemy
reinforcements
usually arrive from
the south and you
don’t want to get
caught inside with
them coming at
you from different
directions. Keep up the pressure and secure this area.
Once that is accomplished, one of your paratroopers
throws down a green smoke grenade so more of your allies
can drop in to help.
Advance and secure the area so you
can receive reinforcement .
Take cover inside the church as you
clear out the central area.
knock Out the Tiger tank
Another Tiger has arrived.
As soon as more
paratroopers drop
in, a Tiger tank
breaks through a
wall to the east of
the central area.
Unlike the previous
tank, this Tiger
stays put and does
not drive around.
Quickly take cover.
Once again, use
Gammon grenades to eliminate this threat. The tank is
protected by soldiers — and these are elites. The Germans
have sent in their Fallschirmjager troops and they will really
hurt you if you get in their sights.
Use the sniper rifle to take out some
of the soldiers protecting the tank.
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Throw Gammon grenades at the side of the tank.
Go to the southern side of the central building and try to
pick off these supporting soldiers. Then go after the tank.
Lob Gammon grenades at it. To do this, find some cover and
then wait for the tank’s main gun to fire. Throw a grenade
and then duck back behind cover. A good position from
which to do this is near the southeastern SZ. You can throw
directly at the side of the tank and not have to worry about
the bow machine gun or the soldiers protecting the tank.
Keep throwing grenades until the tank is a smoking hulk.
a
If you need more Gammon
grenades, there is a supply
crate in the central building.
ASSEMBLE WITH THE AIRBORNE AT THE BRIDGE SURFACE
Go up these stairs so you can get a shot at the machine gun.
Blowing up the Tiger tank opens a new pathway, allowing
you to approach the bridge. However, before rushing
through, clear out the enemies behind the tank. This allows
your allies to advance. As you move forward, look for some
metal stairs leading up toward the bridge. Follow the stairs
to the top and then continue toward the apartment to the
east, where the Germans are defending. From the catwalk,
you can get a good shot at the machine gun on the second
floor. Stay there and engage all the Germans who try to
man the machine gun or move to engage your paratroopers
below.
Jump down to the
apartment metal
stairs and clear out
the second floor.
From here, help take
out the Germans
below. When it is
clear, ascend the
metal stairs to the
third floor. Clear it if
necessary, and then
ascend the interior
stairway to the third
floor, which is adjacent to the surface of the bridge.
Throw grenades through the windows
and doors to kill the enemies inside the
apartment.
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F HA f 01
HONOR
r Al
R1
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Clear and Secure the bridge
Panzergrenadiers with Panzerschreck take
out the column of tanks .
After you arrive at the bridge surface, a column of Sherman
tanks arrives. However, they are quickly destroyed by
German Panzergrenadiers armed with Panzerschreck on
the bridge. These rocket launchers are equally deadly to
infantry, so take cover. Use the sandbags to hide behind,
then pop up and snipe at the enemy. First, eliminate the
German gunner in the pillbox because he can cause a lot of
damage to your allies with his machine gun. Then, go after
the rest of the German infantry. Kill as many as you can
from this position and then climb up the stairs to the top
level of the apartments.
You have a good field of fire for sniping. Silence
that machine gun first.
While sniping, be careful not
to stay in scope sight too
long. It is an easy way to get
killed. Take a shot, and then
duck down. Pop up to look for
a target, and then zoom in to
take the shot.
Take up a position
near the machine
gun, but let one of
your allies man it.
Then start picking off
the enemy soldiers
on the bridge. The
Panzergrenadiers are
your main targets.
Because the rockets
fired by the Panzer-
schreck travel slower
The paratrooper on the machine gun
helps cover you.
than a bullet, you can actually fire right after they do and
still have time to duck down under cover. You can do a lot of
damage to the enemy by sniping from the machine gun nest
in the apartment. This allows your allies to advance out onto
the bridge.
Watch for Panzergrenadiers
on elevated catwalks along the
sides of the bridge. If you are
focusing on the road level, you
can easily miss them.
Head down to the surface of the bridge and then
rush across to the opposite side.
After you have eliminated all the enemies you can see
from this position, go down the ramp onto the bridge
surface and rush toward the pillbox. Take cover behind
barrels along the way to see if you can snipe anyone else.
Advance a bit farther and try again. By the time you get to
the pillbox, you should have eliminated most of the enemy
infantry on the bridge. Therefore, pick up a Panzerschreck
just to the north of the pillbox. You can swap the sniper rifle
for this rocket launcher.
Pick up this Panzerschreck.
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knock Out the Tiger tank
Move around the
bus and rush for the
truck on the left side
to use as cover from
the tank.
There is one more
tank to destroy
to complete this
mission. Because
it is hidden behind
civilian vehicles, you
cannot take long
shots at it from the
bridge surface. You
have to come at it
from the side, using
the vehicles for
cover. Just watch
out for the bow machine gun and time your shots to avoid
the tank’s gun. As before, aim for the sides, which have less
armor than the front. You also need to watch out for enemy
infantry around the tank. It is best to take them out first.
Use your BAR or throw grenades to destroy them, then
concentrate on the tank.
Continue around to the rear of the
truck so you can get a side shot on
the Tiger.
For a longer-range
shot, you can climb
up onto one of the
elevated platforms
on the right side
of the bridge. Just
be sure to take
cover behind one
of the steel girders
You can only hit the front from the between the tank s
elevated platforms. main gunshots. It
will take several hits
because you are firing at the front of the tank. As soon as
the tank is knocked out, the mission is a success.
If you still have some Gammon grenades, you can lob them over
the bus at the tank on the other side. This keeps you safe while
you destroy the tank. Practice with regular grenades to get
the angle of the throw and the timing just right before using a
Gammon grenade. If you need more of these grenades, a crate of
them waits along the left side of the bridge.
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A good plan, violently executed
now, is better than a perfect plan
next week.
—General George S. Patton
120
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25 Ma/icU 199-5
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121
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EDA l«r HONORS
r A'IRB©RNE
Briefing
Attention Airborne. This is Operation Varsity. We are going to be dropping into Germany. Our enemy is about to collapse, but
that doesn’t mean he’s weak. Our first target is a factory. The Air Force has bombed it for weeks, but a month’s worth of war
materiel remains undamaged. There is a panzer tank assembly building where local resistance reports a railgun is inside.
If you find it, you know what to do. The enemy has several tanks ready for delivery to the front line. Make sure they never
leave the rail yard. Finally, there is a chemical munitions building where they build antiaircraft shells. A large supply is
inside. Make sure those shells are never used. This is a simple mission. If it can shoot you or be shot at you, destroy it;-
Munitions Chemical
Tank Factory
i^**m *&* it JJ B^W JSB* jfe
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LEGEND
SGflaaiSHS®
1 Destroy the Tanks on the
Railcars (3)
2 Destroy the Munitions Stockpile
3 Destroy the Railgun
4 Sabotage the Tank Factory
Control Room
3 Destroy the Pressure Values (2)
n Assemble with the Airborne at
the Steel Mill
7 Clear and Secure the Entrance
to the Rail Yard
8 Destroy the Panzerzug
Cannon Cars (2)
9 Destroy the Panzerzug Engine
H Near tank factory £ On top of the loading docks
SMB ®[HD[©
U Land on top of the fuel tank 4 Land on top of the catwalk
S Land through the doorway © Land on top of the flatbed
, , ^ , a. train car
© Land on top of the catwalk
|^| Ml 903 Springfield Sniper Rifle [^| C9G Mauser Pistol
j^| Ml 903 Springfield Sniper Rifle
Machine Gun Positions ^ Health
[R Ladder <|=-Recommended Path
• M1928 Thompson or StG.44 • M1911 Colt .45
• Ml 903 Springfield or G43
(if you already have the scope
^^^■pg rade)
A little before 1000 hours on March 24, a
vast armada of aircraft began flying over
Germany in a wave that lasted more than two
and a half hours. An impressive fleet of 1,996
transports and 1,348 gliders carried more than 21,000
American and British troops into battle. They were escorted
by 889 fighters, though no German planes appeared to mess
with the operation. For three days previous, Allied bombers
had hit targets throughout Germany and Allied artillery
pounded enemy anti-aircraft batteries just prior to the
airborne drops. Operation Varsity had begun.
Those troops who dropped at the beginning faced
little resistance. However, as the drops continued, later
paratroopers began to take anti-aircraft fire. However, the
operation was a success. Despite some heavy casualties,
both the Americans and British seized all of their first-day
objectives. This was a result of some heroic actions by the
paratroopers of the 17th Airborne Division.
Private George J. Peters, of the 507th Regiment, landed
with his stick of paratroopers and immediately came under
fire from a German machine gun as well as riflemen. Peters
charged the machine gun, which was seventy-five yards
away. He was knocked down by gunfire halfway there, but
continued to charge until he was close enough to destroy the
machine gun position with a hand grenade before dying from
his wounds.
A member of the 513th regiment, PFC Stuart S. Stryker,
was advancing with his company near a complex of
buildings when they began to take heavy fire. With his
platoon pinned down, Stryker rose up and led a charge
against the buildings that resulted in the capture of more
than 200 German prisoners. Stryker was cut down by
enemy fire as he neared the buildings.
Both of these brave paratroopers were
posthumously awarded the Medal of Honor
for their actions.
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If you thought you had been through some tough missions,
this one is the toughest yet. You are dropping during
daylight right into the middle of an enemy-held facility.
Expect to come under fire from snipers even before you
land. Once on the ground, you must begin going after your
objectives. The tanks you must destroy are in the eastern
area known as the rail yard. The tank factory, where two
of your objectives await, is in the north. The munitions
stockpile is located in the munitions chemical plant in the
southern part of the map. Finally, the pressure valves are
up near the large tanks in the loading docks area.
This factory complex can be a nightmare. There are tall
buildings, conveyors, catwalks, and towers. All are perfect
for snipers, so even if you think you are safe, a shot from
up above will remind you of the constant danger during this
mission. To complete some of your objectives, you must
venture into the two factory buildings. Both are filled with
enemy soldiers and the mission combines close combat with
long-range fire in the large open areas.
During this mission, you face the most elite of the enemy
forces. Even the common soldiers here are Waffen senior
troopers or Fallschirmjager. You also face the most powerful
enemy in the game — the Nazi Storm Elite. This soldier
carries a light machine gun and can take a lot of hits before
he is killed.
LANDING IN THE FACTORY
During this drop , your transport plane takes heavy fire . You
are one of the few to make it off .
This map offers number places to land. Since snipers are up
high and soldiers are on the ground, it is safest to land at
one of the two SZs. Both provide a good place to begin the
mission, provide some allies right at the start, and also have
cover. As soon as you land, find some cover while you get
your bearings.
If you land at the northern SZ, you are close to the tank
factory and can go for the two objectives in there first. The
rail yard with the tanks is just to the east, offering another
possible initial objective. On the other hand, the southern
SZ provides a good place to go after either the munitions
stockpile in the southern building or the pressure valves in
the loading dock area.
Tips from the Developer
Land by the green smoke in the upper section
of the loading docks. Take the ladder up, then
take the second ladder straight ahead to reach
the roof of the metal shack. From this location,
you can engage the snipers in the rail yard from
above — essentially negating their vertical
advantage.
y
Like most of the missions, it really does not matter which
objectives you choose to go after first. Obviously, the only
two you should do together are destroying the railgun and
sabotaging the control room, as both are in the tank factory.
However, the rest is up to you. This walkthrough merely covers
them in the order listed in the game.
The northern SZ is a good place to land.
It is close to three of your objectives.
There are five skill drop locations in the factory complex.
Each gives you great access to an objective or provides a
spot from which you can snipe the enemy below you to help
your allies on the ground. Unfortunately, many of these skill
drop locations are exposed, so expect to come under enemy
fire and do your best not to botch the landing — which can be
tough since the terrain is uneven.
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The first skill drop is on top of the central tank . This can be
a tough one to grease since stepping off the raised center
can result in a botched landing. It is better to flare this
landing since you want to bring up your weapon as quickly as
possible. A sniper is positioned on the large tank just to the
west; he starts shooting at you before you can even touch
down. After landing here , you must climb down the ladder
located to the east to access other areas. From there , you
can easily go after the pressure valves or take the catwalk
into the second floor of the tank factory.
This is another catwalk landing. However •, this is a tough one
to get. It is located under pipes and other catwalks. You have
to move north toward the tank factory, and then turn around
to face south. Flare as you continue south to slip under the
pipes and make it onto the catwalk. Be ready for enemies in
this area, since they come at you from the west. From this
skill drop location, it is easy to get to the pressure valves.
Or you can take the catwalk over to the top floor of the tank
factory and begin working on those objectives.
The second skill drop requires you to land through a doorway
on the second floor of the munitions chemical plant. Either
flare or grease this landing so you are ready to fight as soon
as you enter the building. From this location, you can quickly
begin engaging enemies inside the southern building and go
after the objective inside — destroying the munitions stockpile.
As soon as you start the fight, your allies quickly join you to
help take on the Bermans.
The final skill drop requires you to land on a flatbed car in
the rail yard. The car is actually on an overpass just to the
east of the munitions plant. As soon as you start to drop,
begin moving southeast and flare so you can reach the
location. Landing on it is not that difficult. As with most of
this mission's drop spots, here you come under immediate
fire. Jump down to the west side of the flatcar for cover,
then engage several snipers to the east. From here, you can
clear out most of the rail yard and allow your allies below to
mop up.
This skill drop requires you to move to the east and land on a
catwalk over the rail yard. This is not a tough landing to stick
and you can even grease it fairly easily. However, be ready
to take out the sniper in the shack to the southeast. He
starts shooting at you as soon as you land, and could kill you
if you botch this landing. From this position, you can engage
enemies below in the rail yard or move west to go after the
other objectives.
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DESTROY THE TANKS
ON THE RAILCARS
The tanks in the rail
yard are as good
a place to start as
any for this mission.
Land safely in the
northern SZ. Duck
down quickly and
get your bearings.
A couple snipers
wait to the east in
a box car up on an
overpass. Use your
sniper rifle to get rid of them first. Also, watch for other
enemies that might come after you from the direction of the
tank factory.
These snipers have a bead on the SZ.
Eliminate them quickly.
Stay between the wall and these shacks. Stop at the gap to
engage snipers to the south.
Now move east, staying as close to the northern wall as
you can. You come across a couple of shacks. Stay to the
north of them as well. However, when you get to the gap
between them, stop. Peek around the corner while looking
south to locate a sniper inside the conveyer buildings up
high. Shoot him with your sniper rifle.
The snipers can be tough to hit because they like to take
cover — especially when you point a sniper rifle in their
direction. Just be patient and they eventually reveal
themselves. Be sure to aim for the head so you get a
one-shot kill.
Snipers usually give themselves away with the glare of the sun
reflecting off their scope. If you see a bright speck, take cover
quick. You can also see the path of incoming bullets. So if you
start taking fire, look for these telltale signs to locate an enemy
sniper.
This machine gun position can prevent your allies from
advancing down in the rail yard.
Continue behind
the second shack.
Once again, stop
to peek around the
corner. Yet another
sniper is to the
south. This one is in
an elevated shack
below a catwalk
skill drop. Eliminate
this threat. Now go
south for a bit, and
then quickly move up
the steel stairway to take out a soldier manning a machine
gun at the top. Another is inside the building, so eliminate
him as well. Now you can use the machine gun to engage
the Germans below so your allies can advance. However, it
is usually better to stick with the sniper rifle and take out as
many enemies as possible to the south and southeast. Scan
the entire area through your scope to make sure it is clear.
A machine gun to the southwest can cause you trouble
later, so kill the gunner now.
Snipe at the Germans below to
support the paratroopers during the
firefight.
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After you have
engaged all visible
targets, go down
the stairs. However,
before rushing out
into the rail yard,
kill the sniper on
top of the roof of
the building where
you just were. Now
proceed over to
the shacks along
the eastern side. Clear them of any remaining Germans so
they don’t shoot you in the back while you are completing
your objective here. As soon as this area is safe, it is time
to blow up the three tanks. Climb up onto the flatbed cars
using the small ladders at the ends and place a charge on
the rear of each tank. Now move on to the next objective.
This sniper was right above
you on the roof '.
All the tanks you
must blow up are on
flatbed cars.
One down , two to go.
Tips from the Developer
Make sure you are crouched while planting
explosives so you are a tougher target
for the enemy to hit.
./
You can also destroy the tanks with Gammon grenades. It just
takes one thrown directly under the tank. While you begin the
mission with some of these powerful grenades, you can find
more in the shack above the machine gun along the western side
of the rail yard. There is also a sniper in this shack, so kill him if
you haven’t already done so.
DESTROY THE MUNITIONS
Stockpile
Ascend these stairs to the second level of the plant.
The munitions
stockpile is in an
underground level
of the chemical
munitions plant.
However, the only
way to gain entrance
is to take a steel
stairway up to
the second level.
Although there is a
doorway at the top,
don’t go in just yet.
Instead, climb up the nearby ladder to the roof where you
can meet up with some more paratroopers.
This ladder takes you to the roof and
provides a better position from which
to enter this building.
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Enter the plant
through a doorway
on the roof and
immediately take
cover behind some
corrugate metal
along a railing. This
protects you from
gunfire from the
lower levels. Your
allies usually cover
the stairs to the left for you while you snipe at the Germans
below. The key target is the machine gun directly ahead of
you on the second level. As you clear out all the enemies you
can see, advance toward the stairs and fire at enemies below
and to the south. When it looks pretty clear below, head
down the stairs. Be ready for an enemy to pop out.
Snipe the Germans on the lower levels .
The stairs to the ground level are in the western part of the
building. As you descend , watch for enemies.
Advance through this building to get on the
flank of the machine gun.
After clearing the second level, begin to shoot enemies on
the ground level. A machine gun stands along the eastern
side, so be sure to kill the gunner before descending the
stairs at the western end. When on the ground level, stay
to the south and advance from cover to cover. You still must
watch out for the machine gun. Move through the room in
the southeast corner, which allows you to advance toward
the big gun under cover. Emerge from the door at the
opposite end to flank the machine gun.
Climb down the
ladder to get to
the bottom of the
shaft — and the
munitions stockpile.
Directly behind the
machine gun is an
elevator shaft. The
elevator is down, so
you must climb down
a ladder. Because
the ladder does not
reach all the way
down, you must
Peek around corners and use grenades dro P the rest of the
to kill enemies behind cover. wa V- but V ou
be able to get back
up this way. Therefore, make sure you have all the ammo
you need before descending. The shaft takes you down to
the underground level where the munitions stockpile is. In
addition to lots of shells, you also find lots of enemies. You
are now in a close-quarters fight. The main tactic is to stay
low and peek around corners. Watch for enemies because
they even fire around corners at you, and do not give you
much of a target to shoot at. This is when grenades come in
handy.
Keep an eye on
your compass to
see where the
enemies are waiting
to ambush you.
Advance cautiously
through this maze of
shells. You eventually
reach the place
where you can set
the charge. Before
doing so, clear out
the passageway past this point that leads to some stairs.
That is your way out. Place the charge, then rush up those
stairs to get out of the munitions plant before it all blows
up. Don’t worry about the door at the top of the stairs. The
concussion from the explosion blows it out by the time you
get there.
Keep your magazine full in case the
Germans try to rush you in a group.
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Usually at least one
enemy is back by
the place where you
plant the charge.
Run up the stairs to get out of the underground
level before the roof collapses.
Tips from the Developer
Here is another way to complete the
munitions stockpile objective. Grease your
landing when dropping onto the second floor
catwalk of the chemical plant and then jump onto and
over the barrels next to the railing just in front of your
location. You end up on the first floor on top of a vat.
Then, quickly sprint south around the tanks to the
elevator shaft. You can make it into the basement
with one or two bars of health — and without having
to fight all the enemies inside the large main
room of this building.
If you move due north
after exiting the chemical
munitions plant, you end up
at the northern SZ, where
you can stock up on health
and ammo. Then you are in a
perfect spot to enter the tank
factory. Watch out for Germans along the way.
DESTROY THE RAILGUN AND
SABOTAGE THE TANK FACTORY
Control room
The Germans come at you as you enter take on the enemies
the tank factory. Keep your magazine guarding this area.
full and be ready to toss a quick Wajt for your aNjes
grenade to disperse them. t0 catch up then
advance to the east, using cover as you go. More Germans
are near a shack in the southeastern corner of the factory.
Eliminate them and then enter the shack if you need some
health.
You can enter the tank
factory from the ground
level or by taking the metal
stairs and catwalks from
the loading docks area into
this building’s upper level.
If you have just completed
the pressure valves objective, or parachuted onto the catwalks,
go in through the upper level where you can snipe the enemies
below. Otherwise, fight your way in through the ground floor.
However, once inside, find ladders to get to the upper level.
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Ladders near this
shack take you up to
the high catwalks.
While you can
stay on the ground
level, it is better
to gain a height
advantage. Climb
up the ladder near
the shack, then
walk across the roof
to another ladder
that takes you to
the upper catwalks.
Move west to clear
the pathway to the
upper entrance and meet up with some allies who (hopefully)
have parachuted in through this opening. Now go back
toward the ladder and follow the catwalk around to the
north and then west.
Meet up with your allies near the
upper entrance so they can help you
get through to your objectives.
try to clear it out before dropping down yourself. Eliminate
any remaining enemies inside the control room and then
sabotage the controls by shooting them or using a melee
attack.
This catwalk goes over the control room. Drop a few
grenades in to eliminate some of the enemies.
Fight along the northern catwalk as you continue moving
west. Use the crates for cover during this often-intense
engagement. About midway into the factory, you see a
catwalk that leads south, but which has been damaged.
This hole actually drops right into the factory control room.
You can move south on this catwalk and take cover behind
some of the railings as you shoot at enemies to the west.
Then, drop some grenades down into the control room to
Blow the safe to get the new pistol.
While in the control room, you see a safe. Throw a
Gammon grenade at it to blow it open. Pick up a C96
Mauser pistol inside. Trade out your Ml 911 Colt .45 for
this German pistol. It has some really cool upgrades. Exit
the control room and go to the west again.
Tips from the Developer
Try clearing out the tank factory first so you
can pick up the Mauser ASAP. If you then
use it as you go through the loading docks and
then the chemical plant, you will have an almost fully
upgraded Mauser to finish up the rest of mission.
This fully automatic weapon with unlimited
ammo is awesome.
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The railgun is
down below. Before
going after it,
continue fighting
the Germans who
arrive to stop you.
The crates in the
northwestern part of
Finish off many of the Germans on the
catwalks as you hold the position in
the northwest.
The railgun is directly
below this position.
factory. A large door south of the railgun opens so you can
exit the factory there instead of having to go all the way
back to your entrance point.
the catwalks provide
some good cover.
When this area is
clear of enemies,
jump up on one of
the crates, and then
drop down onto the
railgun. Or, follow
the catwalks all the
way around to the
south to get to the
ground floor. Set
a charge on the
breech of the railgun
to destroy it and
complete the second
objective in the tank
If you want to destroy the railgun while still fighting enemies,
drop a couple of Gammon grenades into the depression by the
breech of the gun. That does the job without having to get down
to the gun and expose yourself to enemy fire.
DESTROY THE PRESSURE VALVES
If you approach the catwalks in the loading docks area from
the northwest , you can flank this machine gun position.
The two pressure valves that you must destroy are near
the large storage tanks in the loading docks area. If you are
coming from the tank factory, move west and then climb up
some metal stairs. This allows you to come up on the flank
of the machine gun guarding the lower catwalks. Don’t use
the machine gun, but take up a position with cover near it
as you engage the Germans who come at you. Hold here
until your allies can join you.
Place the charge on
the breech.
Look for places on the
railings that have metal
sheets that you can use for
cover. They make good places
to stop and fight.
As you exit the factory, watch out for Germans on the
catwalks in the loading docks area.
Climb up this ladder.
Take cover behind
these pipes as
you clear out the
catwalks.
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Now climb up the
ladder to the north
of the machine
gun to the next
level of catwalks.
Quickly take cover
behind some large
pipes and engage
the Germans to
the south near a
shack with one of
the pressure valves
inside. Keep up the assault until you eliminate them. Then
advance to the east, fighting enemies until you link up with
your allies. Together, return to the shack and place a charge
on the pressure valve. Get out before it blows.
The first pressure value
is in this shack .
It is important to stay with your allies in this area. They are
great for protecting you while you are planting charges and
so forth. If you try to do this solo, you will have many enemies
gunning for you.
Lob a grenade into
the second shack to
blow up the soldiers
inside.
The second
pressure valve
is in the east up
on a higher level.
Backtrack around to
the northeast to find
some stairs leading
up. Follow them
around to another
shack. A couple
snipers are inside,
so toss in a grenade,
then rush in to finish off any survivors. Don’t stay out in the
open on the catwalks around here because a couple more
snipers are on top of the storage tanks to the northwest.
Use a charge to blow up the second pressure valve. One
more objective is now complete.
Put the charge here to blow up this
pressure valve.
ASSEMBLE WITH THE AIRBORNE AT THE STEEL MILL, AND CLEAR AND
Secure the entrance to the rail yard
Now that all the initial objectives have been secured, more paratroopers are dropping in. Meet with them in the south-
western part of the loading docks area.
From the top of the shack , you can snipe at the machine gun
as well as the enemies fighting against your allies.
As more airborne troops start dropping in, Germans
emerge from the steel mill in the southwest. If you are
already up near the pressure valves, you have a height
advantage you can use to your benefit. Climb up the ladder
onto the roof of the western pressure valve shack. From
here, snipe at the machine gun to the west as well as the
enemies below to the south. This helps support your allies
down below.
After killing all
the enemies you
can from the shack
roof, go down to
the catwalks and
descend to the
ground level to finish
off the remaining
Germans. Advance
to the gate to the
steel mill rail yard to
receive new orders.
Advance to this gate.
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As your allies open
the gate to the rail
yard, an enemy
armored train, or
Panzerzug, rolls
to a stop. German
troops disembark.
One soldier stands
out from among the
rest — a Nazi Storm
Take cower and fire at the Nazi Storm E | ite Armed with an
Elite solider while he is reloading his n\G42. light machine
light machine gun. gun, thjs js one
tough enemy. Quickly take cover behind some crates before
you are gunned down. When you can, move back to your left
The Panzerzug arrives, as well as this new threat. f°F better cover. You also find some crates with health kits,
weapons ammo, and explosives. Don’t use them until you
need them or are leaving this area.
DESTROY PANZERZUG ENGINE AND CANNON CARS
When you have
good cover, begin
engaging the
closest enemies.
Then switch to your
sniper rifle and go
after those at a
distance and on the
catwalks above. Your
top priority is the
Nazi Storm Elites —
actually, two of them
are in this area. Listen for their light machine gun fire to
determine where they are. It is best to engage them at long
range. They can take a lot of hits, but are vulnerable to head
shots. Make two or three head shots on these monsters
and they go down.
The Nazi Storm Elites are
tough to kill. Their machine
guns have a lot of firepower
and are deadly — especially at
close range. The best tactic
is to get away from them. If
they get too close, throw a
grenade. Although it does not kill them, it either wounds them or
gets them to move away, giving you a chance to seek new cover
and hopefully put some distance between you and these killing
machines. While behind cover, listen to their gunfire. When the
elites stop to reload, take your shots. Go for the head if you have
a sniper rifle or the body for less accurate weapons. A couple of
Gammon grenades can also do the trick.
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■■MEDAL™ HONOR*
'A'IRB@RNE
Put this machine gun out of business.
As soon as it is clear, move up the stairs on the left and
move along the catwalks. A machine gun is positioned above
the train’s rear half. Neutralize its threat by killing the
gunner. Then, advance, clearing the catwalks as you go. You
do not have to kill all the enemies to complete this objec-
tive — only destroy the train. However, the fewer Germans
around, the easier it is to accomplish your task.
If you did not kill the
snipers on top of the
large storage tanks,
they may fire down
on you.
Many Germans are in this
last area. They do not all
come at once. Therefore,
even if you think you have
completely cleared it, use
caution still or one may come
up behind you in a deadly
surprise.
A sniper lurks at the far end of this area over the rear of the
Panzerzug. Watch for the glint of his scope.
Official Game Guide
*
FKIMA
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Mission accompiished!
The Panzerzug
has three parts: two
cannon cars with
the engine in the
middle. Each must be
destroyed individually.
There are two ways
you can blow up the
engine and cannon
cars. Compartments
on top of each are
open. Climb up onto
the catwalks that go
over the train, then
jump down on the
train and plant an
explosive charge in
each compartment.
Another way is to
You can plant a charge on the train throw Gammon
compartments or throw Gammon grenades int0 the
grenades. They must land inside to compartments .
destroy the train. practjce wjth reg(j|ar
grenades to learn the right angle and strength of the
throw. It takes only a single Gammon grenade to destroy
each section of the Panzerzug. When all three have been
destroyed, the mission is complete.
inmagaiues.com
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“Courage is fear holding on a
minute longer.”
— General George S. Patton
136
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(Aeux Ijonh: (landom JlouAe) , 122— t 23
137
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MEDAL of HONOR
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Briefing
Alright, airborne. Two days ago the Allies began Operation Varsity Thus far we have mastered the enemy on every turn. However, there
is one target that refuses to fall. Our objective is the monstrosity called a flak tower. It is a city in itself; the enemy’s last bastion of
defense. For our bombers to hit it, we must first take out its defenses. There are several AA emplacements on the roof. All guns must
be destroyed. Enemy armor patrols the ground-floor entrances. When the area is secure, get inside and figure out how to bring it down.
We are sending in demolitions teams to take care of that, so assist them in any way possible. This mission is the final test of your skills
and courage. I have never seen the Airborne quit, and I expect I never will. See you all back home.
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LEGEND
Flak Towers
1 Destroy Artillery Guns (3)
2 Destroy AA Guns (4)
3 Eliminate Enemies on Halftracks (3)
4 Disable Ammunition Lift Controls
(4th Floor)
5 Disable Ammunition Lift Controls
(2nd Floor)
h Assemble at Main Control Room
(3rd Floor)
7 Assemble with Engineers in
Ammunition Storage
3 Escape Flak Tower
9 Destroy Flak Tower
H On the roof & In courtyard on ground level
S On the outside of the
lower gun level
HMD Ekse®
Q Land through the doorway 4 Land in the secret entrance
S Land in the secret entrance B Land through the doorway
© Land on the scaffolding outside
the doorway
Wtes&m tsaasonB
• Browning Automatic Rifle
or StG.44
V
Mauser
Ml 903 Springfield or G43
(if you have the scope upgrade)
Nazi Germany actually built several flak
towers similar to the one in this mission.
Their purpose was to force Allied bombers
away from their coverage area and help protect vital parts of
important cities including Berlin and Hamburg, Germany, as
well as Vienna, Austria.
With reinforced concrete walls eight feet thick, these
fortresses could withstand hits from most Allied bombs
and only a direct hit from a specially designed bomb could
penetrate— though bombing was less accurate during WWII
than the laser- and satellite-guided bombs of today.
The teeth of the flak towers were its weapons. Most were
armed with four twin-mounted 128mm Flak 40 antiaircraft
guns. These guns could fire shells weighing nearly 60
pounds up to 35,000 feet in the air at a rate of 20 rounds
per minute. In addition, smaller antiaircraft guns were
mounted around the tower’s periphery.
Flak towers were not only built to survive air attacks, but
could hold out during essential sieges. They were stocked
with plenty of ammunition and food. However, since civilians
often took shelter in these towers, supplies rarely lasted as
long as intended. In fact, the only way the Russians were
able to capture them during the fight for Berlin was to wait
for those inside to run out of food and surrender.
Many of these flak towers are still around today. Because
of their massive construction, it would cost too much
to demolish them, if it could be done without damaging
surrounding structures. These fortresses were built 1
last and they most likely will for decades to come.
A"
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^Mi nAI 1 ■! MON ou™
Iwfrb©rne
jL A _ jflk J
The flak tower is an impregnable fortress filled with lots
of heavy weapons and scores of enemy soldiers. Any
other type of soldier would consider this a suicide mission.
However, you are Airborne, and the impossible is what you
are trained to do. Your objectives take you from the top of
the flak tower to the ground, as you engage enemies on
each and every level. Your initial objectives require you to
destroy both the artillery guns as well as the antiaircraft
batteries defending the flak tower. You must also disable
the ammunition lift that carries shells from the underground
storage area to the guns on top, then carries the empty
shell casings back down. Finally, you must neutralize the
German halftracks protecting the ground entrances to the
flak tower so additional American troops can enter.
While most of this mission takes place indoors, you face a
lot of ranged combat in addition to close-quarters fighting.
Be ready for both. Luckily, the flak tower contains many
health kits as well as ammo and weapons; you need all of
them. Be on the lookout for things to pick up that will help
you achieve your objectives.
Only the most trained and veteran soldiers are guarding
the flak tower. Therefore, you must use all the skills and
abilities you have developed during past missions to help you
survive and emerge victorious. In the previous mission, you
faced a couple of Nazi Storm Elite soldiers. Expect to see
more of them in the flak tower.
You can land anywhere to start the mission. However, for the
first time playing on the flak tower, it is best to land on the roof
and work your way down to the ground, clearing as you go. To
play the most challenging way, land on the ground level and fight
your way in through the front door.
LANDING ON THE FLAK TOWER
As your plane approaches the target , it is latterly cut in half by
the enemy flak. Quickly get your bearings and prepare to land.
This jump is the most dangerous you have ever done. When
you are forced from the plane, you take enemy fire from
snipers. The longer you are in the air, the more chance you
have of getting hit. There are three secure zones. One is on
the rooftop of the flak tower. The second is on the outside
of the lower gun level. The final SZ is down in the town at
ground level. At each location, you find crates of ammo,
health kits, and explosives.
Both of the SZs on the flak tower quickly come under fire.
However, there is nearby cover and you can easily recover
from a botched landing without being killed. The ground
level SZ is a bit safer because you land in an area with a
tall concrete wall between you and the flak tower; however,
snipers on the tower’s scaffolding can still fire on you unless
you land right next to the wall.
The SZ on the rooftop is a good place to land for this mission.
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SlCTlUL DROPS
There are five skill drop locations in Essen.
This skill drop requires you to land through a doorway into
the upper gun level of the flak tower. This is a landing you
want to grease if possible because Germans inside the tower
begin firing on you. You land right next to one of the artillery
guns , allowing you to start on one of the objectives right
away. This is a fairly easy skill drop to hit. Head toward it,
flaring as necessary, then as you are about to hit, move
forward so you can grease the landing.
This second skill drop is tougher to hit. It is an opening on
the side of the flak tower. Move over so you drop alongside
the tower, right above this opening. Move forward as you
are about to pass by the opening to land inside. From the
passage you land in, move along some catwalks into a room
filled with ammo, health , and explosives, as well as weapons
including a recoilless rifle. Take a ladder up from this room,
then move across to another ladder. l\low you're inside the
upper control room with one of your objectives.
This skill drop is another secret opening in the side of the
flak tower. From here, you emerge onto a short catwalk
with some cover and a great place to snipe at enemies on
the middle shaft level of the tower. This is a tough one to
achieve because there is scaffolding right above it. Drop
away from the tower so you don't hit the scaffolding, then
flare and move forward underneath the scaffolding to land
inside the opening.
The last skill drop requires you to land through a doorway on
the third floor of the southern building. The doorway faces
east, so when you begin to fall, turn and move toward this
building. Stay to the east of the building and line up with the
doorway by using the parachute at the doorway as a guide.
Then as you descend, move forward so you land through
the doorway. The advantage to landing here is you can pick
up a G43 rifle on this floor. Because there are no stairs or
ladders to this floor, the only way you can get to this rifle is
by landing on this floor of the building. From here, you can
shoot the snipers on the flak tower scaffolding and even the
Germans guarding the front of the tower. If you are starting
from the ground level, this is a good place to land.
The third skill drop forces you to land on the scaffolding
outside the doorway on the side of the flak tower. This
landing is not too tough. From here, enter the flak tower at
the upper shaft level.
This walkthrough begins with landing on the top of the flak
tower and working down through the tower to the ground level.
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DESTROY THE ARTILLERY GUNS
r
£ Health
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U On the roof
0Sfe3S(I]gm33Q!©
<!=■ Recommended Path
Msapam [ksa&anB
• Browning Automatic Rifle • Ml 903 Springfield or G43
or StG.44 (if you haue the scope upgrade)
Mauser
3 ^
The best place to
land to begin the
mission is on the
roof at the SZ.
Not only does this
provide crates of
ammo and health
kits, but it is also
safe — compared to
the rest of the roof.
The only threat is
a Panzergrenadier
with a Panzerschreck to the north. Quickly take cover
behind a short wall of concrete and, after he fires a rocket,
pop up and kill the enemy.
Kill this Panzergrenadier
right at the start.
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Join up with your allies, engage the enemy to the north, and
then advance on the blockhouse.
Other paratroopers have also landed on the roof of the
flak tower and are engaging more Germans. The enemy is
concentrated around the blockhouse at the roofs northern
end. Use your automatic rifle or sniper rifle to clear them
out. A couple of Panzergrenadiers are the main threat, so
focus first on them. Be sure to stay behind cover. As you
run out of targets in your current position, locate another
piece of cover and sprint for it. Engage any new enemies you
can see from this position. Don’t rush ahead of your allies
and use caution near the blockhouse. Approach the back of
it from the left since enemy reinforcements may come at
you from the stairs on the eastern side of the roof.
The artillery guns that you
see poking up through holes
in the roof can be destroyed
using Gammon grenades. You
begin with three and can find
more in the crates by the SZ
on the lower gun level. Cook
off these grenades for about four seconds so you can also kill
enemies near the guns before they can run away. This gives you
good kill points and pushes you toward an upgrade so you can
carry more of these powerful grenades.
i ■' - i
^runagames^cou^^p
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W* MEDALS HONORS
r A'IRB©RNE
■* jr ' .
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i
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Advance down these stairs .
Cover is important if you want to survive this area.
Descend the stairs
to the upper gun
level. As you enter
this area, be ready
for lots of enemies.
Grenades work well
in here because
there is plenty of
cover. Concentrate
on clearing out the
areas around the
artillery guns. Start
with the one on your right. This prevents enemies from
getting in behind you while you are advancing through the
rest of this area. Once it is clear, quickly plant a charge on
the gun and advance to the next artillery gun.
The fighting around the artillery guns
is intense.
Be sure to stay
behind cover as
much as possible
during the firefights.
These enemies
can really hurt you
if you are out in
the open. When
the area around
the second gun is
secure, blow the gun
and use the same
tactics to advance and destroy the third (and final) gun.
When all three are destroyed, you have one less objective to
complete. Go down the stairs near the third artillery gun to
get to the lower gun level.
Plant charges on the artillery to
destroy them.
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Destroy the aa Guns
£ Health
p mm
©33HP3 aineg
$ On the outside of the lower gun level
OJZfeasIIlglDaSQ!©
<|= Recommended Path
WsGgm tosiitoGoB
• Browning Automatic Rifle
or StG.44
Mauser
Ml 903 Springfield or G43
(if you have the scope upgrade)
This is where the
fight gets a bit
tougher. As you get
to the bottom of
the stairs you have
a choice — go after
the AA guns on the
outside of the lower
gun level, or clear
out the center room.
It does not matter
which you do first. However, if you clear out the center room
first, you can always retreat back into it for health and
cover.
Advance into the center room.
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Stairs Down
Upper Lift
m
Center room
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LEGEND
£ Health
<|=>Recommended Path
E^te©s[I]gnia£)Q!©
Wteg®S) [kusHas®
• Browning Automatic Rifle
or StG.44
Mauser
Ml 903 Springfield or G43
(if you haue the scope upgrade)
Pull back when you see the Nazi Storm
Elite coming toward you.
Enter the center
room from the
damaged opening on
the western side.
Take cover because
many enemies are
inside here —
including a Nazi
Storm Elite. Work
your way around
the outside of the
room in a counter-
clockwise direction. Pay attention to your compass, as the
enemies like to hide around corners to ambush you. The
Nazi Storm Elite advances slowly toward you. Use grenades
to cause him some damage if you need to withdraw.
However, the BAR does a good job of taking him out with
short bursts aimed at his head. Continue all the way around
to the opening where you entered this area.
Resupply here.
As you exit the
center room and
head out onto the
lower gun level,
stop by the SZ
to replenish your
ammo, grenades,
and health at the
crates. You must
now advance around
this outer ring and
destroy the four AA
guns here. Once
again, you face
plenty of enemies,
including several
Nazi Storm Elites.
Use the crates and
other forms of cover
as you advance. As
you approach that
first AA gun, watch
the catwalk above it. Enemies like to fire down on you from
that position.
Kill the enemies on the catwalk.
Use your sniper
rifle as much as
possible to engage
the enemy at long
range. However, the
Germans tend to
try to close on your
position, so be ready
to switch to your
automatic rifle. Also,
as you get close to
an AA gun, throw a
grenade at the gun
position to kill the enemies next to it. Be sure to cook these
grenades so you can kill the enemies before they run away.
An automatic rifle is necessary for
groups of enemies charging against
you. Mow them down.
Gammon grenades are great
for throwing into AA gun
positions. Not only do they
kill the Germans taking cover
there, they also destroy the
AA gun at the same time.
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^Mi nAi ci honor™
IwirbqrnE
Throw grenades from the catwalk into the AA position.
Keep advancing. The third catwalk has stairs on both
sides, allowing you to climb up and gain a height advantage
that is useful for lobbing grenades or firing on enemies
hiding behind cover. You can also use the side tunnel near
the second AA gun for cover as well as to try to flank the
enemy. While your allies stay on the outside, move around
through the tunnel. The tunnel also offers complete cover
against gunfire from the enemies on the catwalks.
When you run into
several Nazi Storm
Elites near the third
and fourth AA guns,
begin to withdraw as
far away as possible
so that you still have
a line of fire to these
enemies. Use your
sniper rifle to take
headshots on them.
Or, if several are
together, throw a Gammon grenade. Although it probably does
not kill them, it causes them a lot of damage and makes them
easier to finish off. Eliminate the enemies along this area, then
blow up any remaining AA guns to complete this objective.
Take cover and fire short bursts at the
Nazi Storm Elites.
Use up all your grenades as you move around the lower gun level.
Climb up the stairs to the last catwalk and follow it to the end. Around
the corner is a crate of explosives that restocks your grenades.
Disable 4th Floor Ammunition Lift controls
Smri™
FT | B
^^RIM AOfBS^Game Guide ^
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These stairs take you down to the upper lift.
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F HA l ('i
HONOR
m
RJ
B<
9
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It is now time to
move down into
the belly of the
beast. Return to
the center room. It
should be clear if you
already assaulted
it. However, it is
wise to be cautious
in case Germans
from the lower gun
level retreated into
here during the fighting. Continue to the room’s center and
descend the stairs to the upper lift. Use caution because a
Nazi Storm Elite is waiting for you down there. Make your
way around to the lift. Activate the call button to bring the lift
up to your level. When it arrives, walk onto it and activate the
controls to send it down to the upper shaft level.
As you are
descending on the
lift, take cover
behind the crates so
you are ready for a
fight when you get to
the bottom. You are
now headed toward
the ammo control
room, so make your
assault to the right.
Again, use grenades
to get those enemies hiding behind cover. Allies join up with
you from the left as they enter from the scaffolding.
When getting off the lift, move to your immediate right. Jump up
on some crates to find an opening in the wall. You can climb in
this, and then move through a duct. Use melee attacks to knock
out vents and you have a perfect spot from which to hit the
Germans on their flanks and support your allies. You can exit out
the opposite end.
Germans are waiting at
the bottom for you .
Take these stairs up
to the ammo control
room .
At the end of this
area, you come upon
some stairs. Take
them up to the top
floor of the ammo
control room. You
must fight more
Germans when you
get to the top. Watch
out for a Panzer-
grenadier firing
rockets. The windows
to the control room
are open, so lob
some grenades
through to kill some
of the enemies inside.
Advance into the
control room and mop up any remaining enemies. The controls
are near the window. Shoot the controls or hit them with
melee attacks to disable one of the ammo lifts.
Throw grenades though the windows .
Before leaving the control room, go down a ladder in the rear of the
room. It takes you to a platform with another ladder leading down.
Descend to a secret cache of crates of ammo, health, and explosives,
as well as a recoilless rifle and StG.44. If you look out the window of
this room, you can snipe at enemies below on the lower shaft level.
The more you kill from here, the fewer you have to kill when you get
down there. Try to get rid of the Nazi Storm Elites if possible. Use
the recoilless rifle for this job. Just be sure to swap back before you
leave so you have an automatic rifle and a sniper rifle. This room is
also accessible through one of the skill drop openings.
After completing the objective, exit the ammo control
room and move down to the central walkway. Backtrack to
the lift, then continue past it to stairs that take you down
the lower shaft.
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£ Health
<1= Recommended Path
LEGEND
OSfeSSlIlglDaSQ!©
Was ® am [kua^as®
• Browning Automatic Rifle
or StG.44
• Mauser
V=
Ml 903 Springfield or G43
(if you have the scope upgrade)
About halfway down
the stairs, take
cover behind a large
vertical concrete
support. Peek
around it to shoot
at enemies below
with your sniper
rifle — especially the
Nazi Storm Elites.
Eliminate all you can
from this position,
then continue down to the floor of the middle shaft level.
Take cover, then clear out the enemies in this area in a
counterclockwise direction as you go. Go down the stairs
(near the stairs leading up) to the lower shaft level.
Shoot while the Nazi Storm Elite is
reloading.
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^Ml mi
Iwirb©rnE
Watch out for enemies
shooting through the
windows of the control
room. Kill them with your
sniper rifle.
UEGENU
<l=Recommended Path
• Browning Automatic Rifle
or StG.44
Mauser
• Ml 903 Springfield or G43
(if you have the scope upgrade)
Lower Shaft
Ammo
Control
Room
Lift Down to
Ground Level
Stairs to Middle
Shaft
Exit to Scaffolding
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Sprint for these crates , then take cover behind them as you
gun down the enemies coming out of the control room.
These stairs do not offer much cover, so get down to the
bottom as quickly as you can. Take cover and begin firing
at enemies coming at you from the direction of the ammo
control room. When the floor is clear, sprint ahead and
past the stairs leading up to the control room, taking cover
behind some crates. A Nazi Storm Elite comes out, and you
want as much cover as possible. As before, wait until he
stops to reload, then open up with your automatic rifle. Lots
of Germans come pouring out of the ammo control room, so
keep up your fire. Your allies hit them from the other side
of the stairs, so the Germans find themselves in a deadly
crossfire.
When it finally looks
clear, head up the
stairs to the ammo
control room. Peek
around the corner
of the door to make
sure it is clear, or
wait for your allies
to enter and do this
for you. Move in and
disable the controls
near the windows.
Another objective is completed. Exit the room and move
across the lower shaft level to the lift that will take you to
the ground level.
Step out onto the scaffolding and shoot the snipers on other
levels of scaffolding. Start sniping at the Germans on the ground
outside the flak tower. This may allow your allies on the ground
to advance on the flak tower to help you later on.
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MEDAL of HONOR
jJLj,
j WlaapiaS B
Activate the call button to bring the lift up. When it arrives, step onto the platform
and use the controls to make it descend. As you go past the mechanical room,
watch out for a Nazi Storm Elite. The lift does not stop, but this enemy fires on you.
Take cover behind the crates and lob a Gammon grenade. Finish him off with either
another Gammon grenade or rifle fire. You will have to come up on this lift later and
you don’t want to have to worry about this threat again.
Kill this elite while descending
on the lift.
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«#*= —
y Health
<|=>Recommended Path
IIEGEND
[SItesatllaDQa®!]!©
Wasgurn toSibQoB
• Browning Automatic Rifle
or StG.44
• Mauser
V=
Ml 903 Springfield or G43
(if you have the scope upgrade)
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You can actually use the scaffolding and ladders on the outside
of the flak tower to get all the way from the ground level to the
lower and upper shaft levels.
LEGEND
Machine Gun Positions
Ladder
In courtyard on ground level
Eifesstllgmsg!!©
<==Recommended Path
Wtefpm [kssratoons
• Browning Automatic Rifle
or StG.44
Mauser
Ml 903 Springfield or G43
(if you have the scope upgrade)
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
When the lift arrives
at ground level,
step off and move
toward the main
exit out of the flak
tower. Be ready to
engage enemies
as you advance.
Keep pushing until
you come to the
halftrack from
behind. Shoot the
gunner to complete
one of the objectives. Instead of exiting the tower at this
time, go in and continue on to the side exit where you find a
second halftrack. Kill the gunner and then exit the tower.
Advance to the
left, moving from
cover to cover as
you engage Germans
outside the flak
tower. Continue to
the last halftrack
and kill the gunner.
This completes the
last of the initial
objectives. Continue
to clear out any
remaining Germans near the entrance before going back
inside.
Attacking the halftracks from the rear
is safer because the gunner cannot
turn the gun to shoot you.
Watch for snipers up high as you move
around at ground level.
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HONOR"
IwirbqrnE
Two caches of supplies are
in the buildings outside the
flak tower near the SZ. You
can also find a Panzerschrek
near the bottom of the stairs
in the northern building, and
a recoilless rifle upstairs in
the same building.
It's time to go inside .
ASSEMBLE AT MAIN CONTROL ROOM (3RD FLOOR)
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LEGEND
£ Health
<=■ Recommended Path
W2G& 30D kSSilSGOS
%
Browning Automatic Rifle
or StG.44
Mauser
Now that you have
secured the flak
tower, it is time to
head back inside to
finish the job. Take
the lift back up to
the lower shaft
level, then continue
up the stairs to the
middle shaft level.
You must face a lot
of German defenders
on your way to the main control room. Assault to the right,
watching for enemies firing at you from behind crates as
well as through the open windows of the control room.
Ml 903 Springfield or G43
(if you have the scope upgrade)
There is a lot more close combat on
the middle shaft level.
Look through the control room windows as you approach the
door to see if there are any remaining enemies. You can then
shoot right through the window to kill them.
Continue to the crates below the control room on the
right side. From here, engage enemies coming down the
stairs from the control room while your allies hit them from
the opposite side. Some Nazi Storm Elites are inside, so
wait until they come out and shoot them from a distance.
When it looks clear, go up the stairs and enter the control
room. Use grenades to mop up any remaining enemies if
necessary.
If you are good at throwing
grenades at a distance, you
can send them flying right
through the windows of
the control room to kill the
enemies inside.
Pass through this room to get to a ladder
leading up to your objective.
Advance through the control room to a ladder. Climb
it and then advance toward a doorway leading into a
conference room. A Nazi Storm Elite is waiting for you
inside. Crouch down to one side of the door and peek in to
get him to start shooting. When he pauses, peek again and
fire quick bursts before ducking back behind cover. Repeat
this until the enemy is dead. Usually, other enemies lurk
inside as well, so throw in some grenades before moving in
to finish them off. Grab some health kits inside here if you
need them.
Clear out the
conference room
while peeking around
the door.
From these crates you can easily fire on enemies coming
down the stairs from the control room.
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4
MEDAL” 1 HONOR
r A'IRB©RNE
ASSEMBLE WITH ENGINEERS IN AMMUNITION STORAGE
4
Ammo storage
Escape
Tunnel
Cache
Shotgun
LJ
Elevator from
Control Room
J
^^RIM AOffiS^Game Guide ^
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£ Health
<f=> Recommended Path
UEGEND
[MsMlsmsiE©
Wsefpm [kasalass
V
Browning Automatic Rifle
or StG.44
Mauser
Ml 903 Springfield or G43
(if you have the scope upgrade)
This lift takes you
down to your next
objective.
The engineers are ready to blow this tower.
When the conference room is clear, enter the small lift
that opens up and ride it down to the ammunition storage
area. The engineers are down there setting demolitions
charges. By the time you meet up with them, this objective
is complete.
ESCAPE THE
Eliminate these
enemies so you can
get out without being
shot in the back.
As the engineers bug
out, some Germans
arrive. You must
now get out of the
flak tower. One of
the enemy is a Nazi
Storm Elite. Take
cover behind one of
the steel supports
and hammer him
with short bursts.
Make your way to the stairs at the southern end of this
area and follow them out to an area with a crate of weapon
ammo, some Gammon grenades, and a shotgun. Swap out
your sniper rifle for this close-range weapon because that is
the type of combat you will be engaged in next.
Pick up a shotgun and some ammo.
Flak Tower
Follow the wire out.
Go back down
the stairs and
advance to the
north, following the
demolitions wire
into another area.
The catwalk ends,
so quickly get down
into the concrete
passageway before
enemies shoot you.
This lower area is very dangerous. Steam leaking from pipes
has reduced the visibility here. Several Nazi Storm Elites
threaten here. They are pretty smart about running away
from grenades, so you must carefully cook your Gammon
grenades before throwing them. Also, use your automatic
rifle to finish them off. Other types of soldiers are here as
well, so don’t totally fixate on the Elites or the others may
get you.
One Nazi Storm Elite down.
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^Mi nAI 1 ■! IIONOU™
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Watch for Germans
up above.
In the southwest
corner you can find
some health kits
as well as more
weapons ammo.
Also look for
Gammon grenades
on the ground.
Your compass is
your friend in here,
helping you locate
threats you can’t see
through the steam.
Withdraw to cover if you have to as the Elites advance
on you. However, by this time, you should be proficient at
dealing with them. Continue to follow the wire to a ladder
that takes you out of this area. Climb the ladder and enter
some sewer pipes. Follow them to exit near the buildings
outside the flak tower.
This elite is hiding in a little alcove in
the center. Bounce a Gammon grenade
around a corner to blow him up.
Take the sewers to safety.
DESTROY THE FLAK TOWER
Detonate the explosives to finish the mission.
Now all that remains is to detonate the explosives down in the ammunition storage area. Move forward and pick up the
Hellbox. Twist the detonator to ensure that the flak tower will no longer be a threat to the Allies.
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flak Tower redux
Use the recoilless rifle to wipe out the machine gun positions .
Take out the snipers on the scaffolding.
After you have finished this mission, it is challenging to try it with different tactics. For example, drop to the buildings outside
of the flak tower and complete your objectives by fighting your way in. The best place to begin is on the upper floors of the
buildings with a sniper rifle. Use it to clear the scaffolding of enemy snipers as well as to clear a way to the entrance for
yourself and your allies. Then you basically just go about the objectives in reverse order, starting with the halftracks and
ending with the artillery guns. Also, try experimenting with using the scaffolding to get to the various levels from the outside
of the flak tower rather than fighting your way through enemies inside.
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■*MEDAU>' HONOR*
wirb©rnE
While the single-player campaign missions are awesome and the enemy Al can be extremely challenging, sometimes you want
to take the battle in a different direction — play against other gamers. Medal of Honor Airborne offers you the chance to do
just that.
Getting into a game
is very easy. From
the main menu,
select the multi-
player option, which
varies by platform.
For example, if you
are playing on the
Xbox 360, select
Xbox Live. You can
then select what type of match you want. A Quick Match
puts you in an open game as quickly as possible. If you
want to be more selective, Custom Match lets you pick the
specifics of a match, and then searches for matches that
meet your criteria. You can also use Create Match to host a
match with all of your own settings. Let’s take a look at the
different settings that you can use to customize your game.
This is where you can select which type of game you would
like to play. Your options are Team Deathmatch, Team
Deathmatch Airborne, and Objective Airborne.
Here you can determine how many rounds make up a
match. You can choose from a single round, the best of
three, the best of five, and the best of seven.
This let’s you adjust the amount of time each round lasts.
Your choices are 3 minutes, 5 minutes, 10 minutes,
15 minutes, and 20 minutes.
With this option, you can select whether you want friendly
fire to cause damage or not. If you select yes, then friendly
soldiers will take damage from your bullets as well as your
grenades.
For a match, you can select whether weapon upgrades
are allowed. You can choose no and limit players to only
the basic versions of all weapons. If you choose yes, then
players can earn upgrades for their weapons normally. The
final option, full, lets all players start out with fully upgraded
weapons.
This option allows you to select the maximum number of
players for a match. You can choose from only two players
to up to 1 2 players.
Multiplayer mode lets you choose from six different
maps. Three are from the single-player campaign: Husky,
Avalanche, and Neptune. The multiplayer games only use
part of the single-player maps, creating a small play area for
intense combat. The other three maps — Destroyed Village,
Remagen, and The Hunt — are taken from previous Medal of
Honor games and updated for Medal of Honor Airborne.
If you want only
people you invite to
play your match,
then select yes for
this option. If you
need more people,
then select no and
open up your match
to the public.
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Threre are three different types of games.
The standard Team Deathmatch puts players into two
teams as the Axis and the Allies. Both start at their spawn
locations on the map and try to kill each other. The team
with the most points when the timer runs out wins.
Team Deathmatch Airborne is similar to Team Deathmatch
except that the Allies spawn in the air and drop down on to
the map. This can be a fun, unique way to play because the
Allies can drop down anywhere while the Axis team can try to
kill the enemy while they are in the air and cannot fire back.
The final mode is Objective Airborne. The Axis players spawn
on the map while the Allied players drop from the air. Each
map has three objectives that must be captured. To capture
an objective, move next to the flag and the capturing
process begins. The game ends when one team controls
all three objectives or the time runs out. The winner is the
team with the most points.
Before starting a
round, select the
type of weapon you
want to carry. You
are limited to those
weapons for your
side — either Allied
or Axis weapons.
Unlike the single-
player missions, in
multiplayer, you can only carry a primary weapon, a pistol,
and grenades. Therefore, you must determine what role you
want to play during the match. You can choose a different
type of primary weapon during a round, however you do not
get that new weapon until you die and then respawn.
You can also pick up weapons dropped by dead allies and
enemies. This is the only way you can get a weapon that is
available only to the opposing team.
By using a specific weapon to kill enemies, you can earn upgrades for that weapon. Only kills in Ranked Matches count
toward upgrades and they are cumulative for your player profile. Therefore, the more you use a weapon, the faster you can
upgrade it. The following is a table of the number of kills you need for upgrading weapons.
WEAPON UPGRADES
Weapon
40 Kills—
1st Upgrade
Benefit
150 Kills—
2nd Upgrade
Benefit
320 Kills—
3rd Upgrade
Benefit
Ml Garand
Ported Gas Cylinder
& Front Sight
+ Accuracy
Lock Bar
Rear Sight
+ Zoom
Grenade Launcher
+ Launch
Grenades
K98k
Polished Bolt &
Action
+ Rate of Fire
5-Round
Stripper Clip
+ Faster
Reload
Grenade Launcher
+ Launch
Grenades
Thompson
Front Pistol Grip
+ Accuracy
Cutts
Compensator
+ Reduced
Recoil
50-Round Drum
+ Ammo
Capacity
(table continued on next page]
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WEAPON UPGRADES (CONT.)
Weapon
40 Kills—
1st Upgrade
Benefit
150 Kills—
2nd Upgrade
Benefit
320 Kills—
3rd Upgrade
Benefit
MP40
2 Taped Magazines
+ Faster
Reload
64-Round
Magazine
+ Ammo
Capacity
SS Dagger
+ Melee
Attack
BAR
Compensator
+ Reduced
Recoil
A2 Rear Sight
+ Zoom
2 Taped
Magazines
+ Faster
Reload
StG.44
Flash Suppressor
+ Reduced
Recoil
2 Taped
Magazines
+ Faster
Reload
ZF4 Scope
+ Zoom
Springfield
Sniper Rifle
Polished Bolt &
Action
+ Rate of Fire
5-Round
Stripper Clip
+ Faster
Reload
Grenade Launcher
+ Launch
Grenades
G43 (starts
with scope)
20-Round Magazine
+ Ammo
Capacity
Eye Piece
+ Reduced
Recoil
Grenade Launcher
+ Launch
Grenades
Recoilless
Rifle
Scoped Sight
+ Zoom
Shell Bag
+ Ammo
Capacity + 1
Shell bag
+ Ammo
Capacity + 1
Panzer-
schreck
Better Sight
+ Accuracy
Shell Bag
+ Ammo
Capacity + 1
Shell bag
+ Ammo
Capacity + 1
The scoring system is fairly simple. During a round, you earn points for killing enemies, working together as a team, and
capturing objectives. Here is a breakdown of points.
SCORING
Action
Points
Earned
Be with teammate during objective
capture (cumulative with points earned for
1
capturing the objective)
Suicide (grenade, rocket, fall)
-2
Team kill
-4
SCORING
Action
Points
Earned
Kill an enemy
2
Kill assist (hit an enemy who is then killed
by a teammate within a short amount of
1
time)
Capture an objective
2
As you play Ranked Matches and earn points, your total score is used to determine your rank. The following is a table of
the ranks to which you can be promoted.
MULTIPLAYER RANKS
Rank
Allied Rank
Axis Rank
Points Needed
(Ranked Matches only)
1
6
Recruit
Q
Recruit
0
2
6
Private
Q
Grenadier
30
3
A
Private First Class
O
Obergrenadier
60
4
a
Corporal
V
Obergefreiter
120
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Rank
Allied Rank
Points Needed
(Ranked Matches only)
MULTIPLAYER RANKS (CONT.)
Axis Rank
5
psg
Sergeant
—
Unteroffizier
180
6
#
Staff Sergeant
—
Unterfeldwebel
240
7
i
Sergeant First Class
—
Feldwebel
300
8
i
Master Sergeant
Oberfeldwebel
400
9
1
First Sergeant
n
Stabsfeldwebel
700
10
u
Second Lieutenant
—
Leutnant
1,000
11
LI
First Lieutenant
Oberleutnant
1,300
12
L U
Captain
■
Hauptmann
1,600
13
&
Major
Major
2,000
14
*
Lieutenant Colonel
m
□berstleutnant
2,400
15
Colonel
m
□berst
2,800
16
Brigadier General
—
Generalmajor
3,200
17
kk
Major General
Generalleutnant
3,700
18
***
Lieutenant General
m
Generaloberst
4,100
19
ktrkli
General
General
4,500
20
General of the Army
Ezj
Generalfeldmarshall
4,900
L&MDEM©
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TACTICS
The Allies drop in on the map for two of the three types of
multiplayer games. While falling, you have a great view of
the map below and can see the enemies running around like
ants. Use this advantage to land behind them or somewhere
with cover. You can also drop right on any of the objectives
as well as rooftops. Just be careful when dropping next
to enemies since they may shoot you before you can even
hit the ground. Do not forget to use the deadly melee kick
attack as you land right on top of an enemy.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
F HA l'i| fONOR™
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In multiplayer games, every landing is a greased landing.
Therefore, when playing as the Allies in a game with a drop, you
can try to land anywhere without worrying about botching the
landing. When playing as an Axis soldier, attack the paratrooper
as soon as he touches down because he will be ready to fight.
The biggest
difference between
Medal of Honor
Airborne and other
multiplayer games
is the drop. When
playing as the Axis,
you have to train
yourself to look
not only left and
right, but also up so the enemy does not surprise you. The
paratroopers are targets while they are in the air. Use an
automatic rifle or other high-powered weapon to kill them in
midair when they can’t shoot back.
If you are good with grenades, cook one off so that it detonates
in midair right next to a dropping paratrooper. Not only is this
cool, but it also earns you an achievement.
USB THU Hums
All the multiplayer
maps have heights,
so use them. Verti-
cally is a key part of
this game, and the
more you use it, the
better you do. As a
paratrooper, you can
drop onto rooftops
and then fire down
on enemies below.
However, most
heights can be
reached from the
ground, such as by
ladders, for example,
so Axis players
should also use the
heights — especially
since Allies expect to
find you running around on the ground.
Teamwork is so important. All three types of games are
team-based. Communicate with the other people on your
team, letting them know what you are doing and where you
going. In the Objective Airborne game, keep at least one
player back to guard the flags you have captured. Stay off
to one side so you have cover and a clear field of fire at
the area around the flag. Since the game is over when one
team captures all three positions, you don’t want to have to
recapture the same flags again and again.
Use grenades a lot. The more kills you get with them, the more
upgrades your earn — each of which allows you to carry more
grenades at one time. You always start out with grenades no
matter what weapon you select. Just be sure to cook grenades
before throwing since you don’t want the enemy to kick them back
at you. Being killed by your own grenade is so embarrassing.
thi ii®iHnr wsabqm
The weapon
you carry really
determines the
way you play a
multiplayer game.
Since you can only
have one weapon
in addition to your
pistol, your options
are somewhat
limited. You are a sniper, a close-range assaulter, or a
medium-range gunner.
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If you take a Panzerfaust or recoilless rifle, you can only fire it when in scope view. Therefore, find a safe position with some protection that
allows you to take your time with each shot. Have your pistol out when running around the map since you can fire it quickly for defense.
LEGEND
GS> (SCsSagifflscss
\ ^
This map is the central part of the town. You can enter the
market buildings, using them not only to get from one point
to another, but also for defending the flags below.
Be map si.
Use the rooftops to kill enemies down below.
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■■MEDALS HONOR*
^Virb@rnE
The flags are all out
in the open , so after
capturing one , find
cover from which to
defend it .
The city wall provides
a good way to get
around and a position
on the map's edge
from which to shoot
at your enemies .
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
This map features the amphitheatre as well as the central
area. Use the many ruins for cover as well as the aqueducts
for a height advantage.
Use the aqueducts
and the upper levels
of the amphitheatre
for sniping at
enemies.
MlFTOMi
This map is a bit different than the single-player version. You are only on the western side centered on the approach to the
radar bunker. Each team spawns with a base — the Axis in the bunker to the north and the Allies near the house in the south.
In addition to the open terrain between the two bases, there is also a tunnel running beneath the central area that leads
right into the bunker.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
1IONOU*
Iwfrb©rnE
There are entrances to the tunnels from inside the bunker as
well as through an opening just north of the house.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
This map consists of a central group of buildings, buildings on the perimeter, and a street running between the two. There
are many rooftops and some have hole through which paratroopers can drop right into cover. Some long sight lines make
this a good map for those who like to snipe.
The central objective is located on the second floor of this
bombed-out house. You can take this ramp of lumber up to
the location or use a ladder right under the flag.
As the Axis , look for ways to get up to the rooftops.
THBlfflOMT
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
ci I lONO^™
IwirbqrnE
This map is dominated by a church and graveyard on one side and a village on the other. There are good heights to use as
well as many buildings to move through while under cover. A good tactic is to cross the roads at a sprint so enemy snipers
have less of a chance of shooting you.
Both of the other flags can be easily defended while taking
cover in nearby buildings.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Remagen is another city map. However, this one has narrow streets with buildings that seem to tower over them. The
central house is one building, offering a lot of interior close combat. The clock tower is a sniper’s dream, but can be
accessed from the ground as well as the rooftops. This maps combines a lot of close-range combat with long-range sniping.
Dropping into Remagen offers many places to
land at various elevations.
This walled walkway offers cover along the sides , allowing
you to get through an area quickly and safely.
The clock tower
usually has a sniper
in it. If you are
on the ground, be
careful. However,
if you are on top,
watch out for other
snipers trying to
knock you off your
perch.
The central house
offers room-to-room
fighting. You can
also access the roof
from the balcony
overlooking the Axis
headquarters.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
■*MEDAU>' HONOR*
'A'l RB©RNE
Medal of Honor Airborne offers a number of different awards that you can earn.
After completing each mission, you are awarded a number
of stars based on your performance. The star rating is
determined by the number of points you score according to
the following formula:
(weapons accuracy percentage) x 100 + number of kills -
(number of player deaths) x 10 = Points
Star Rating
Points Required
1 Star
0
2 Stars
40
3 Stars
80
4 Stars
135
5 Stars
150
There are six different medals that are awarded based on your performance during the campaign.
Awarded for exceptionally meritorious service
in a position of great responsibility.
Requirement: Equip and use all weapons in
the game.
Awarded to Army personnel who distinguish
themselves by heroic or meritorious service in
connection with military operations.
Requirement: Earn a 5-star rating on all
missions in the Easy difficulty.
Awarded to Army personnel for exceptionally
meritorious conduct in the performance of
outstanding services.
Requirement: Complete any mission
without dying.
Awarded to Army personnel for gallantry in
action while serving in any capacity.
Requirement: Earn a 4-star rating on all
missions in the Medium difficulty.
Awarded to Army personnel for one year of
honorable federal military service during
the war.
Requirement: Complete all missions.
v
PnmMOTSMip sbmgb ci©s§
Awarded to Army personnel for acts of
heroism that do not warrant the Medal of
Honor.
Requirement: Earn a 3-star rating on all
missions in the Hard difficulty.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Achievement Name
Description
Gamerscore
Reward
Jump Training
Completed jump training
5
m
Go Go Go!
Got pushed out of the plane
5
m
Greased Landing
Touched down with a greased landing
5
K
Flared Landing
Touched down with a flared landing
5
Death from Above
Killed an enemy with a melee kick
10
m
Jumpmaster
Discovered one skill drop location in each mission
25
Master Parachutist
Discovered all skill drop locations in the game
40
Q
Crack Shot
Got 1 0 headshots in a row
25
B
Tick-tick-BOOM!
Killed three enemies with a cooked grenade
20
P
5-in-a-Row!
Earned a 5-in-a-row
20
■
Homerun!
Killed an enemy using sprint melee
10
H
Shoot to Kill
Killed an enemy while moving in ironsights
10
U
In Yer Face!
Killed an enemy by kicking a grenade at him
20
rr
Purple Heart
Recovered full health after being on verge of death state
10
m
Pop-n-Drop
Crouch sprinted between cover objects
5
M
Weapon Handler
Fully upgraded one weapon
25
n
Weapon Specialist
Fully upgraded five weapons
50
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
■•MEDALS HONOR*
wirb©rnE
Achievement Name
Description
Gamerscore
Reward
E
Weapon Master
Fully upgraded all weapons
75
e
Cheat Death
Completed an operation without dying
20
m
Village of Adanti
Completed Operation Husky
15
m
Paestum Ruins
Completed Operation Avalanche
20
m
D-Day in Reverse
Completed Operation Neptune
25
m
Nijmegan Bridge
Completed Operation Market Garden
30
H
E J
War Machine
Completed Operation Varsity
35
f"
Der Flakturm
Completed Der Flakturm
40
i
Complete on Casual
Completed the game on Easy difficulty
25
D
Complete on Normal
Completed the game on Normal difficulty
50
E
Complete on Expert
Completed the game on Expert difficulty
75
Total 700
MranpiLfflm
Achievement Name
Description
Gamerscore
Reward
kd
MP — Distinguished
Service Cross
Got over 1,000 kills and 500 Objective Points in Ranked Matches
75
hi
MP — Distinguished
Service Medal
Got over 500 kills and 250 Objective Points in Ranked Matches
25
MP — Silver Star
Got over 100 first place finishes in Ranked Matches
0
MP — Legion of Merit
Got over 30 Objective Points in a Ranked Match
20
Li|
MP — Soldier’s Medal
Got 20 kill assists throughout a career in Ranked Matches
20
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Achievement Name
Description
Gamerscore
Reward
y
MP — Bronze Star
Got over 20 top three finishes in Ranked Matches
0
m
MP — Purple Heart
Recovered full health after being on verge of death state
10
m
MP— World War II
Victory Medal
Came in first place on every map in any game mode in Ranked Matches
0
E
MP — American
Campaign Medal
Was on the winning team for every map in Ranked Matches
0
□
MP — EAM Campaign
Medal
Played every map at least once in a Ranked Match
25
MP — Good Conduct
Medal
Played 20 consecutive Ranked Matches without getting a team kill
0
E|
MP — Presidential
Unit Citation
Got 20 Team Points in a Ranked Match
30
_
H
MP — Meritorious
Unit Citation
Got 10 Team Points in a Ranked Match
20
m
MP — Paratrooper’s
Badge
Killed an enemy with a melee kick
10
m
MP — Combat
Infantryman Badge
Killed an enemy player while he was parachuting
10
L4
MP — Pistol Whip
Killed an enemy with a pistol melee attack
10
m
MP — Human Flak Gun
Killed an enemy player with a grenade while he was parachuting
5
53
MP — Weapon Virtuoso
Upgraded all weapons in Ranked Matches
40
Total 300
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F n \ I'll fONOR"*
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E
While writing this book, I had the opportunity to travel to the Electronic Arts Los Angeles campus and talk to several of the
people who created Medal of Honor Airborne. Through these interviews, I was able to get a much better understanding of
not only the best ways to play the game, but also all the hard work that went into creating the game. I want to thank Bryce
Yang at EA Los Angeles for setting up this visit and these interviews and for all the extra help he provided for this guide. I
have included excerpts from these interviews with several different people who were instrumental in bringing Medal of Honor
Airborne to fruition.
MK: What previous projects have you worked on?
PG: I was the executive producer on the first Medal of
Honor.
MK: What was the idea behind MOH Airborne ?
PG: To take the franchise to the next generation. MOH
has always been about the big moments of WWII and
the men who were caught up in this spectacular stuff.
But with Airborne , we wanted to get the focus back
on the people and back on the singular experience of
the war. Our way of doing that was to pick a specific
division of the armed forces and focus on that singular
experience. And the experience we went after was the
Airborne. The only thing we could think of that would
be more intense than being on a Higgins boat on Utah
Beach when the ramp goes down would be being in
a C-47 flying over Utah Beach, jumping into midair
all by yourself, and then falling behind enemy lines.
Each of those are defining moments when you can
be a hero. The whole game is based on that one core
concept — the first step is everything. The experience
that follows is designed to follow on that one key
moment of choice.
MK: How long have you been working on MOHA ?
PG: About two and a half years. We started toward the end
of European Assault and built a bunch of prototypes in
the Pacific Assault engine.
MK: How many people are involved in making Airborne?
PG: From start to finish, about 110 have worked on some
part of it.
MK: What are your goals for the project and some of the
challenges?
PG: To make the best MOH ever. We wanted to do this
through innovation and break the formula from the
outset. Previous MOH was linear and a lot of first-
person shooters are the same way. You walk here,
trigger an engagement, fight it, then go on to the next.
We wanted to do something different and it was all
centered around the jump. You can drop anywhere.
That didn’t work with the linear-type game. So we had
to create a whole new game that would let you go
anywhere and would still work.
MK: Do you think this type of design encourages replay-
ability?
PG: Definitely. I have spent more time playing Operation
Husky than I have ever spent playing any other whole
game. And I’m still not bored of it. I was playing it just
yesterday. That mission has stood up for eight months
now. We didn’t design it for replayability. We designed
it to get to a higher level of emotional truth. We
wanted to create emotional surprise for the player.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
MK:
What are your main responsibilities for MOH Airborne, MK: When designing a level or mission, what is the
which do you consider the most challenging, and why? process? What is the first step, and so forth?
CB: Getting all the levels and the content coordinated. All
the art assets, the sound assets, the design of the
levels — making sure it all comes together.
MK: Are the missions based on actual historical actions?
CB: Absolutely. Each of the operations that we have in
the game is an operation that the Airborne actually
dropped into. Our specific actions that occur in the
game are necessarily actual. The locale, the basic goal
of the real-life operation is very similar to what we are
doing.
MK: How did the team balance the game’s realism and
playability?
CB: It is a spectrum and you choose where on that
spectrum you want to be. The vast majority of people,
I feel, want something that’s pretty accurate, that’s
in the times, and is indicative of what could have
happened. We are definitely inspired by the events,
but want to make sure that the player is getting an
indication of what it would be like to be an airborne
soldier in WWII. However, each of the missions has
some license we take with reality. That is mostly so
we can give the best gameplay experience possible.
Dropping into Sicily 30 miles from your DZ and
marching through shrubs — I don’t know if that is going
to be exciting for people. We want to make sure that
the action stays high throughout the whole game.
Making the game fun all the time is my number one
goal. When we took license, it was in order to be fun.
MK: What types of people come together to create a
mission?
CB: It is actually a pretty diverse group. Each of our
missions has a lead artist and a lead designer. Then
they would draw in one to four more designers and
one to four more artists. When I say artists, there are
modelers, texturers, shader guys, lighters, and then a
cinematics department for the part in the plane. The
audio department is another five to six people, so each
mission is a collaboration of about 25 people.
CB: The first thing you do is the story arc. Then within each
operation, we had two to three different locales, built
them up in two to three maps, stood them up really
roughly, and saw how they played. As time went on, we
realized that these are the missions that are feeling
good and hit our tenets of open space and verticality in
the level that we wanted. Then, once we selected our
missions, it is really kind of seven stages that we went
through. Getting it up on its feet in a basic block form.
Then getting it populated. Getting it textured in rough
form to then see how it is. Refining the objectives and
the fights and getting the layout right. Then lighting
comes in at the end. There was a lot of going back to
fix little things here and there until we got it right. We
worked on our X level — Operation Husky — for quite a
while getting everything right. Then, once we had it,
we went into full production on the other levels quicker
since we had already proven what works and what
doesn’t. You have to test all your assumptions, listen to
what the software is telling you, to make sure you have
what you intended.
MK: Is there something you want players to know about the
game, that they would not realize for themselves?
CB: The last level of the game is arguably the best level
ever in a Medal of Honor game. It is just awesome — the
verticality, the intensity of the fights, the space that
you are in, the action the player encounters. As a
final level, it just kind of sums up what the game is all
about. It is kind of the final exam. I have played it over
100 times and still love it.
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MK: What is your background?
KH: My background is in feature film animation story devel-
opment. I worked on Shrek , Prince of Egypt, and then
with Disney on Treasure Planet. I was also the director
of concept art and cinematics for Golden Eye: Rogue
Agent with EA.
MK: What are your main responsibilities for MOH Airborne?
Which do you consider the most challenging, and why?
MK: What type of research went into the weapons?
KH: The weapons are pretty much a given for this type
of game. What we really looked into was the field
modifications that the troops might have done on their
own. What they might have modified, added onto, or
taped onto their guns as a result of their battlefield
experience.
MK: Did you also do research on the uniforms and clothing?
KH: I was the producer of pre-production and the production
designer. I directed a group of game designers and
concept artists as we designed the blueprint for the
missions. We researched, whiteboarded, and then
pre-visualized every mission in the game. Our thorough
pre-production gave production a solid foundation to
build on.
MK: Where does research come into play during the design
of a game?
KH: In every phase. The game designers come up with an
idea for a mission and its objectives. My first goal was
to get a deeper understanding each region and its
unique history.
We scoured through books, the Internet, videos, and
audio files, and talked to experts in an effort to get
a solid picture of the history of the area. From that
research my concept artists (led by Toby Wilson) begin
to digitally construct the layouts for our virtual location
designs.
MK: Did you or the team travel to the actual locations for
the missions? If so, where?
KH: We did send a team to Europe to photograph many
of the historical locations that were going to be
representing in the game. In our quest to create
exciting environments for gameplay, we broadened our
research to areas near the historical sites. Any areas
that were regionally correct, and that we thought could
add some visual punch to the look of our game, were
added to our reference collection as well.
In the end we tried to create sets that were informed
by history, looked authentic, and were conducive to
really fun multi-tiered game play.
MK: Do you feel the art helps set the tone for a mission?
KH: As the production designer of the game, setting the
visual (emotional) tone for MOHA was my primary goal.
What we set out to do was to revisit/reinvent the look
of MOH. We wanted to give the player an immediate
sense of theme and location for each mission so they
could be “in the moment” while they’re playing the
game. Our goal was to put the player into an authentic
and immersive environment that truly allows them to
feel what it would be like to jump out of a C47 airplane
as it wings its way over a war torn Europe.
^^RIMAOfflS^ame Guide
KH: We wanted to be authentic with our uniforms in the
game. We also needed to push the visual contrast
between the uniforms of the Nazis and the Allies.
We were influenced by the look of Norman Rockwell
paintings for the Allies and by the work of J.C. Leyen-
decker for the Nazis. With the Allies, we focused
on the crumpled, well worn, uniform of the rugged
individual. For the Nazis, we went for a more squared
off and rigid (machine made) look.
MK: What sources did you use for your information?
KH: We used everything we could get our hands on:
Internet, books, movies, audio recordings, WWII
history experts, fieldtrips to museums, etc. We also
had a guy in Europe that was able to get us some of
the harder interior reference material that we were
looking for.
One of the most useful books we came across was
filled with page after page of Nazi bunker layout
illustrations. We used that book heavily for Operation
Neptune, and for the Flak tower on our final mission.
In some instances, where we could not find hard
facts, we had to improvise a bit. In Flak Tower we had
to figure out a way to get all of those huge 128mm
shells up to the quad set of dual 128s located on the
top of the building. One of my concept artists, Daniel
Cheng, found an image of a shell conveyor on line. That
conveyor became the centerpiece for the Flak Tower
interior and was probably very similar in design to what
the Nazis would have used to move those huge 128
shells up to the 80 foot roof top of the tower.
MK: How important is historical accuracy in MOHA and how
is it balanced with playability?
KH: We looked at the historical events of the war, and tried
to give the player an authentic feel for what it would
feel like to be in that environment, at that time in
history. Some of the locations the player will drop into
were tuned to make them better for gameplay — some
were more heavily tuned than others.
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It’s a given that to make good gameplay we had to
play fast and loose with some aspects of history, and
the topography of a location. We built a city in Italy to
represent an airdrop location in operation Husky. The
city looks and feels authentic, but if you look it up you
won’t find it on any map. And yet it “feels” correct.
Our focus was to establish authentic aesthetics for the
game, and to give the player a memorable, high-quality
game experience. We needed to have really dynamic
vertical gameplay first and foremost.
MK: What aspect of your work are you proud of?
KH: I am really proud of the immersive visual density and
authenticity that we were able to get into the game.
I am proud of the work my crew has done on this
production and the new game design methodologies
we pioneered in the creation of this game. I hope the
gamers have as much of a good time playing MOHA as
we did making it.
MK: What are your main responsibilities?
RD: I run the design department. Mostly it is problem
solving, like a free safety. You don’t own any mission
individually, but you are always jumping in to help people
get their work done. I am also the liaison with the
production side. Producers will come to me and want
something, then I will have to figure out how to do it. It
is also about communicating the vision of the game —
making sure the team understands and is on board
with the idea of what we are trying to achieve. A lot
of it is also motivation, being a leader, getting people
excited about it.
MK: What are your favorite weapons to use during
missions?
RD: That is a tough call. I am equally torn between the
shotgun and the sniper rifle. I honestly feel like we’ve
made one of the best shotguns that has ever been in
a FPS game. It is closely tied in with our kinetic death
system — just like the nature of what a shotgun does.
The sniper rifle in this game is kind of unique. Because
the game is sandbox-oriented, there are places you
can get on top of and just try to snipe out the entire
level. This game has a unique sniper experience. Most
games when you are in a sniper level, you know you are
in a sniper level. It is very forced and staged. In our
game, there are sniper opportunities everywhere. You
can almost deplete an entire level of enemies by just
staying up on the rooftops.
MK: Can you share some secrets about the game?
RD: You get the more out of the game, the more creative
you are. Completely free yourself from the linear design
where you are strung along and open your mind. The
game will start rewarding you as you do this.
MK: Do you have a suggestion for a player new to the MOH
series that will help them be a better player?
RD: If you are just starting the game, land near the green
smoke grenades, just to get your bearings first. You
land with your allies and they are there to help protect
you. It is usually safe to land there. Other strategies
are always look for flanks. Every fight has a way to get
around something. Move up with your allies and while
they are engaging the enemy, get around behind them.
It really rewards you when you start looking for those
things. If you are low on health, head to a green smoke
grenade and a health crate will restore all your health.
If you are new to MOH, then experiment with peek
and lean and the crouch sprint. You really have to use
cover. If you try to run and gun, you are going to die
a lot. Getting the timing right on cooked grenades is
another really big thing in the game. Experiment with it
to get it right.
MK: How important are rooftops and heights in this game?
RD: It depends on your style of play. There are a lot of
advantages. However, there is not a lot of cover and no
ammo to pick up. If there is a street fight and you are
the one guy picking off the enemy from above, rooftops
can be pretty powerful. The only level that does not
really have a lot of heights is Operation Neptune.
MK: What is the greatest hurdle you had to overcome when
making a game of this type?
RD: The two biggest hurdles were the Affordance Al —
working with the procedural Al system. The other one
was nonlinear level design.
In the first one, when you move to a procedural
system, you are doing something different. The way we
have always done things up to this point, especially FPS
games, is the player walks up to a trigger and then it
sends an Al to this cover, this Al over to this position.
The designer had specific control over exactly who went
where and everything. You were completely in control
of the set. Procedural Al took all of that control out of
our hands. All we could do is spawn these guys in, give
them an idea of where the fight we want them in was,
and put some cover in. And then they just think for
themselves.
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For the nonlinear level, the challenge was getting it to
work. When we started it was too open and the player
could stay out of the engagement area, and just pick
off enemies. So what we did was scrunch everything in
closer, so the player had to get more involved instead
of just staying back all the time. Also, we used a
hub-and-spokes system. Most levels have some type of
hub with the objectives branching off from it. That way
we can still have some parts that are kind of linear and
familiar to the player, while still letting them have the
freedom of decision.
MK: Is there anything else you would like to share with
players?
RD: Experiment with landing choices. You can get a
completely different experience depending on your
landing choice as well as which objectives you go after
first. An example is the town hall in Operation Husky.
Trying to fight your way in from the town square is
really hard and you might keep dying. Landing on the
roof is a completely different experience. Get creative
and try to think outside of the linear trough that you
are used to.
Also, we set out to change the FPS genre, and that’s
what I think we’ve done. We are really satisfied with
the results. We are going to be here for a while.
We’ve got a Triple-A team and we’re going to keep the
franchise going.
MK: What are your main responsibilities for MOH Airborne?
ML: Early prototyping for the levels. Level design had to be
worked out for the player to land anywhere. And then
the Al to work with it. Later on, mission design, early
layout docs, then oversee other levels. I helped out
on Husky and was the Lead on Avalanche and Market
Garden
MK: Since MOH Airborne is very open in its gameplay rather
than scripted, what challenges did you face in designing
these missions?
ML: Getting the interesting experiences you get from a linear
game in a game where you can drop anywhere. How do
we craft the environment? How do we focus the player
toward the objectives? And performance — how can we
get this all in and still have it work?
Everyone expects MOH to be a very crafted experience
with the cinematics and such. The hard part for us
is, how do we know where the player is going to be
so we can set the cameras up? What is interesting
is that the more we let go of trying to control where
the player was going to be, and the more we started
thinking he could be anywhere in this area, we need to
make sure no matter where he lands he gets a good
view, then it really wasn’t that hard. The more we tried
to focus the player, the more things were breaking. By
leaving it more open, with less walls, then it seemed to
work better.
MK: What is the process you go through when designing a
mission?
ML: We start with the most simple diagram: What is sort
of the pattern you want it to go in? Then we have
graphic artists and artists start pulling up references.
We know where it is going to be, what timeframe,
what the situation is going to be, so let’s get some
pictures and put it all on the whiteboard. We get the
dry erasers out, figure out what the objectives will be
and, board after board after board, we get a rough
diagram and, if you squint your eyes, you can kind of
see the map. That is the point where we start working
on a 2-D. I don’t let them start a 3-D until we have
a reasonably agreed upon map and design document
that describes all the objectives, all the special events,
etc. As a result, there was little deviation from the
beginning 3-D work to the final because it had all been
planned out before. I have a Master’s in architecture
and that was the way I was trained. You do all the
preliminary work, plan it all out, before you even go
near a shovel.
MK: Is there something in the game of which you are
particularly proud?
ML: I wanted to bring the game back to the player. We
want players to go to their friends and say, “You won’t
believe what I did in Medal of Honor Airborne” You
can’t do that in linear games because he’ll say “Yeah,
I did the same thing.” We want them to have a sense
of accomplishment. Take your time, play the maps,
upgrade your weapons, explore every crevice, have fun.
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MK: How did the new Al technology come about?
TF: When we started working on Airborne, we did not
know what the drop would bring to the game. We then
realized that you give control to the player, and when
you do that and the player can land anywhere, not
only do you have to have an environment that is big
enough and rich enough for choices of where to land,
you also have to have a technology that can handle
it. The player is not going to be coming down a pipe
to each engagement. They can come from the front,
from the rooftops, from the rear, from some other
flank. Our existing technology would not work for this.
We prototyped with engines from MOH Pacific Assault
and other MOH games, but they wouldn’t work. The
encounters could only played from one particular
direction or the engagement would break. So we
developed the Affordance Engine.
MK: What is the Affordance Engine in a nutshell?
TF: A solution where the Al can use the environment to their
advantage against the player — a player that can attack
from any direction either with his allies or by himself.
MK: Does the allied Al use it as well?
TF: Yes, they do. In fact, they actually try to teach the
player early on to look for affordances or terrain that
will give him an advantage over the enemy. They do this
by modeling the behavior. They will always take cover.
If there is a machine gun, they will man it. They get the
player thinking, “How can I use that?”
MK: Is the engine modeled after something?
TF: Yes, we based it on the tactics of the German army,
scaled down to a smaller scale. In war, soldiers usually
were not so close to the enemy. For the game, we
wanted to make it more intimate. You are in closer
proximity to the enemy than you would be in real life.
MK: How does the enemy detect you?
TF: You could theoretically play the game stealthily, but it
is very difficult since the enemy turn their heads a lot.
They will hear you reload, switch weapons, walking too
fast, etc. Threat is an even bigger drive than detection.
MK: How do you get the enemy Al to respond? What are
their priorities?
TF: They have an order of threats to which they respond:
1 . The enemy shot at me.
2. The enemy killed someone next to me.
3. The enemy blew my cover, so the cover is no
longer protecting me.
4. I can see the enemy.
5. The enemy is near me.
The higher-level enemies will move around and try to
flank you, especially if you are behind cover and not
firing at them.
MK: How does the friendly Al (U.S. paratroopers] react and
respond to the player’s actions?
TF: They will use similar tactics to the enemy as well as
other things. When you start to lose health, they will
start to help you more rather than just moving to the
objective. If you kill enemies and clear an area, they
will move up and claim it. If you are near them when
they are about to move up, they will say something like
“Cover me” to coax the player to move up. If they see a
mounted gun position or a grenade on the ground, they
will point it out. They will provide suppressing fire for
you and for each other. If you provide suppressing fire
when the allies are moving up, they are a lot more likely
to survive getting to new cover.
MK: Is there something you want players to know about the
game, that they would not realize for themselves?
TF: MOHA offers the player an experience unique to the
player’s playing style, to the player’s obsession. The
only way the player will notice that is to play the same
level twice in different ways. The weapon selection also
adds variety. You are going to play a mission differently
with a sniper rifle than you would with a shotgun. The
experience you are having with this game is your own.
No one playing the same mission is going to have the
exact same experience that you had.
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MK: What previous projects have you worked on?
TH: MOH Breakthrough and MOH Pacific Assault
MK: What are your main responsibilities for MOH Airborne?
Which do you consider the most challenging, and why?
TH: To get the multiplayer done and fun. The biggest
challenge was how to leverage the single-player game
to make multiplayer more fun.
MK: What makes the multiplayer game in MOH Airborne
different from other games?
TH: The airdrop sets it apart from everything else. Unlike
in single-player, you can jump anywhere. The maps are
smaller and everything is in the drop zone. You spawn
in the air and instantly the whole world is below you.
The enemies are running around like little ants and
you can land behind them to take them out or land
somewhere safe, like through a hole in the roof. Every
time you spawn, you can make decisions based on
looking at the world below you. Also, the entire map is
playable.
MK: How did you go about making the maps for multiplayer?
TH: We used three maps from MOH Allied Assault and
had to next-gen them, add roofs since they didn’t have
originally, and make it so you can land anywhere. We
also had to make ways for the Axis to get up on top
of the buildings. There are also three maps from the
single-player missions. Since those were huge, we played
around in them and found areas that were interesting,
then sectioned them off to create a smaller play area.
MK: Do you have a goal for the way the multiplayer games
are played?
TH: We want players to strategize and play together —
especially in the Objective Airborne games. For the
games with airdrops, we also want the Allies to be
looking down to plan where they should land and the
Axis players to be looking up to try to either shoot
the enemy in the air or position themselves for when
they land.
MK: What strategy or tactic do you use during multiplayer
games?
TH: Start with the automatic weapons since they are easier
to use. Fire them in short bursts.
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Special Thanks
Prima would like to thank Bryce Yang and the team.
MEDAL OF HONORS AIRBORNE
PUBLISHED BY ELECTRONIC ARTS
A PRODUCTION OF ELECTRONIC ARTS LOS ANGELES
Executive Producer
Patrick Gilmore
Senior Development Director
Jeff Charvat
Technical Director
Mark Dochtermann
Creative Director
Jon Paquette
Audio Director
Paul Lackey
Art Director
Justin Thomas
Production Designer
Ken Harsha
Computer Graphics Director
James H. Dargie
Producers
Christopher A. Busse
Tom Hess
Matt Marsala
Neville Spiteri
TJ Stamm
Development Directors
Kevin Hendrickson
Audrea Topps-Harjo
Patrick Hurd
Michael Saladino
Meg Sheehan
Lead Designer
Rex Dickson
Lead Engineer
Simon Myszko
Al Lead
Timothy Ford
Lead Character Artist
Eoin Colgan
Lead Environment Artist
Waylon Brinck
Lead Lighter
Rachel Mina
Lead Visual Effects Artist
David Oliver
Lead Animator
Eric Smith
Lead Concept Artist
Toby Wilson
Community Manager
Justin “BlackHat” Korthof
Project Coordinator
Jada Brazil
EALA General Manager
Neil Young
DESIGN TEAM
Designers
Joe DiDonato
S. Ryan Heaton
Robert Bruce Heck
James Kono
Chad LaClair
Josh Leyshock
Michael Licht
Kevin Mack
Stephen Riesenberger
Edwin Rodriguez
Paul Valdivia
Tamar Zeithlian
Design Interns
Chris DeLeon
Kwasi Mensah
Herb Yang
ENGINEERING TEAM
Systems Engineers
Jimmy Alamparambil
Pedro Arroyo
Edward Beranek
Scott Carter
Steve Chow
Randy Dillon
Jerome Lanquetot
Tom McDevitt
Ben Vance
Gameplay Engineers
Omar Aziz
Jim DiNunzio
Mona Fawzy
Frantz Joseph
Michael Kron
Donald Lawton
Darryll Rohr
Matthew Tonks
Andrew Wang
Mia Watanabe
Multiplayer Engineers
Jeff Dubrule
Chris Jacobson
Robert Memmott
Lee Saito
Jake Warmerdam
Central Audio Technology
David Cham
Eduardo Trama
Configuration Management
Dave Fox
Blair Hamilton
Jason Micklewright
Interns
Ankur Ahlawat
Torin Kampa
Kinshuk Mishra
Giray Ozil
Rohith Ravindranath
Benjamin Weber
ART TEAM
Animators
Umberto Bossi
Kole Lasekan
Gilbert Ngo
Garrett Shikuma
Robert Weaver
Concept Artists
Daniel Cheng
Chris Miller
Rich Olson
Character Artists
Beau Anderson
Huy Dinh
Glenda Novotny
Environment Artists
Jay Ardiosa
Joon Choi
Anupam Das
Takehiro Hattori
Sean Higgins
Thao Le
Anup Lobo
Chris McLeod
Heather Poon
Lance Powell
Phelicia Ramlogan
Josh Robinson
Art Wong
Lighters
Michael Comly
David Kintner
George Rushing
Associate CG Supervisor
Shinichiro Hara
Visual Effects Artist
Michael Dudley
Technical Artist
Eben Cook
Character Riggers
Jeremy Carson
Billy Shih
Ul Artist
Michael Tamura
Asset Integration
Michael Aarsvold
Armando Castillo
Brian Clarke
Chris Hands
Character Model
Jed Boegar Bernard
AUDIO TEAM
Audio Designers
Aaron Brown
Jade Kao
Tyler Parsons
Leilani Ramirez
Jeff Wilson
Dialogue and Digital Asset
Management
Bobby Moldavon
Intern
Dan Lehrich
Voice Over Talent
Brian Bloom
Alberto Brosio
Danny Cooksey
Nino Delprete
Eddie Frierson
Luciano Giancarlo
Peter Giles
Johnny Hawkes
Andrew Heffernan
Brian Herskowitz
Matt Lindquist
Yuri Lowenthal
Scott Menville
Jonathan Nichols
Chris Ogden
Luciano Palmeri
Skip Stellrecht
Pepper Sweeney
Emmanuel Todorov
Ariana Weil
Dave Wittenberg
Kai Wulff
Victor Yerrid
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VIDEO TEAM
Video Director
Drew Stauffer
EPOXY Group
Senior Development Director
David Schwartz
Development Manager
Kate Bigel
Project Managers
Vicky Kwan
Marissa Cams
Edu Black
Vendor Coordinator
Alexis Beamon
Director of Pipeline/Process
Richard Brous
GLOBAL ONLINE STUDIO
Development Director
Lars Smith
Producers
Tom DuBois
Shawn Stafford
Engineers
Ashley Bennett
Ryan Butterfoss
Joey Carruthers
TECHNICAL ADVISORS
Technical Advisor
Martin K. A. Morgan
Research/Historical Advisors
1 1th Kompanie
1SG Lewis H. Mikulecky
Gale R. Ammerman
The Collings Foundation
D Company, 505th Parachute
Infantry
Frazer Brothers
George H. Leidenheimer
Living History Corp at the
National D-Day Museum
The National D-Day Museum
Don Rubin
Suzanne Nicole Sundahl
SSgt. Quay L. K. Terry USMC
ADDITIONAL PRODUCT
SUPPORT
Additional Producers
Brady Bell
Nina Dobner
Dan Elggren
Jon Galvan
Craig Jepson
Dylan Kohler
Darion Lowenstein
Anthony Miller
Christopher Plummer
Matt Sentell
Additional DDs
Thor Alexander
Ray Cobo
Rob Elser
Mario Grimani
David Kury
Larry Paolicelli
Greg Salter
John Salwitz
Anthony Schmill
David Seeholzer
Additional Production
Lisa Beard
Additional Design
Jason Alejandre
Christian Chang
Nathan Cox
Adam Crist
Paul Cross
Casey Kuczik
Ed Moore
Benson Russell
Additional Engineering
Adriano Antonio
John Ballantyne
Richard Benson
Stuart Capewell
Justin Chang
Lan-Fang Chang
Shu Cheah
Ben Deane
Jason Gregory
Tolga Kart
Paul Keet
Jeffrey Leggett
Jason Lenny
Daniel Levesque
Mike Machowski
Dave Mercier
Zak Middleton
Vikram Nerurkar
Eric Phister
Tim Probst
Richard Robaina
Luis Sempe
Blazej Stompel
Wei Shoong Teh
Additional Art
Billy Brooks
Jennifer Cha
Hi Chiang
Shaun Comly
John Decker
Bruce Ferriz
Jose Flores
Jeff Gregory
Paul Jury
Oliver Leeman
Tony Montana
Jason Monroe
Chris Oakley
Marvin Rojas
Emile Smith
Robert Stahl
Peter Tieryas
Tonya Tornberg
Dan Whiting
Additional Audio
Gregory Allen
Aaron Berkson
Lexa Burton
Jeremy Hall
Erik Kraber
Scott Lawlor
Mario Lavin
Andy Martin
Charles Maynes
EXTERNAL
DEVELOPMENT TEAMS
Active8
Executive Manager
David Zhu
Development Director
Yao Bin
Lead Artist
Jin Xi Zeng
Lead Level Artist
Li Peng Xiang
Level Artists
Li Ming, You Quan, Zhu Jia Min
Lead Model Artist
Ni Chuan Long
Model Artists
Li Wei, Zhu Lei
Wang Wei
Qiao Yu Qin
Cao Lei
Huang Hai
Sun Hui
Ma Yan Rong
Yu Sen
Yang Ying
Engineer
Zhang Shi Yang
Demiurge Studios
Lead Producer
Albert Reed
Lead Engineers
Kurt Reiner
Lead Environment Artists
Tom Lin
Designers
Dan Chretien
Jason D. Lentz
Systems Engineers
Michael Breen
Roger Hanna
Andy Hendrickson
Rob Jagnow
Christopher Linder
Bill McFadden
Andrew Moise
Alex Rice
Environment Artists
Andrew Cormier
Dave Flamburis
Katie Stampf
Technical Artist
Magnolia Caswell-Mackey
Quality Assurance Lead
Evan Nikolich
Quality Assurance Testers
Maria O’Brien
Jimmy Storey
Mike Ace White
Business Management
Bill Reed
Papaya Studio
Lead Engineer
Laurent Horisberger
Engineering Team
Rosen Baklov
Matt Fawcett
Niall Ryan
Additional Production
Lin Shen
Ritual Entertainment, Inc.
Systems Engineers
Aaron Cole
Squirrel Eiserloh
Eric Fowler
Ken Harward
Scott Inglis
Roger Kort
Chris Stark
Chris Willis-Ford
System Administrators
Mason Lucas
Concept Artists
Robert Atkins
Environmental Artists
Gary Buchanan
Chris Curra
Aaron Hausmann
Bobby Hutson
Kristian Kane
Hector Marquez
Ethan McCaughey
James O’Donnell
Nick Pappas
Kevin Penrod
Mike Penrod
Ivan Villavicencio
Designers
John Boyd
Ian Childs
Jesse Flanagan
Russell Meakim
Todd Rose
John Schuch
Project Coordinators
Drew Jensen
Tom Mustaine
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
QUALITY ASSURANCE
Brian Paoloni
Eduardo Cocero Torres
QA Project Lead
David Pelayo
Felipe Gonzalez Lopez
Salvador Delgado
Joseph Perez
Catalin Petrescu
Danilo Jose Guerrero Rodriguez
Alberto Marin Ibanez
QA Lead Tester
Joshua Pletzke
Patrick C. Payne
Dave Baer
Sunny Poon
Cesar Puerta
Sean Manzano
Manuel Reynolds
Miguel Angel Rodriguez Gonzalez
QA Engineers
Joshua Rotunda
Antonio Yago
Sergio Flores
AJ Smith
European Localization Team
Kumar Iyer
Anthony Smith
Anatole
Steven Hoey
Stephen Stalker
Raul Barahona
QA Senior Testers
Jeffrey Tessar
Andres Berral
Nicholas Clifford
Michael Thomas
Robert Bock
Jeremy Feasel
Christian Velasquez
Stefania Caravello
Graeham Ford
Christopher Velez
Fausto Ceccarelli
Jared Greene
Tajlammar Void
Israel Delgado
Paul John Jochico
Joey Wellman
Karolis Dzevecka
Willian Penn III
Louie Soriano
Bryan Wilbur
Estudios EXA
Dorothee Garth
Chase Swanson
EALA LEADERSHIP
toneworx GmbH
Vanessa Zuloaga
Chief Operating Officer
Javier Gonzalez Diez
QA Testers
Sarah Aanerud
Jorge Aguayo
Nickolas Anderson
Ron Avila
Humberto Braga
Zephirin Broussard
Steven Callahan
Steve Cantu
Simon Castillo
Innokenty Chugai
Hugo Conchucos
Nicholas Cruzado
Kevin Dandridge
Jeff Dipietro
Keith Evans
Gil Fischel
Dan Friedman
Dean Gagliano
Todd Gershon
Grant Glazer
Anthony Gordon
Manuel Grimaldo
Marvin Jacksoin
Jason Jacoby
Ryan James
Arielle Jayme
Josh Johnson
Robby Kushner
Joseph Lagana
Jonathan Landis
Braxton Lee
David Levin
Albert Lien
Samuel Mackey
Jeff Magers
Charles Mallison
Matthew Manning
Barton Marks
Brendt McKnight
Larry McZeal
Nathan Mobley
Cesar Muralles
Michael Norris
Zachary Owens
Darrell Rodriguez
Chief Technology Officer
Marcel Samek
Chief Financial Officer
Christina Sawyer
Director, Human Resources
Susan Otto
LOCALIZATION
Director, Studio Operations /
Localization
Thilo Huebner
Localization Manager
Joel Borjel
European Localization
Production
Isabel Guijarro Bonald
Sergio Vargas
European Localization
Coordination
Thomas Baerdorff
Enrico Lupo Balducci
Ivan Barreras
Chantal Cervoni
Frederic Champ
Alvaro Corral
Lucas Dupleix
Alessio De Fazio
Martin Eriksson
Kasia Gryglewska-Cebrat
Fabio Maccari
Nadine Monschau
Alfonsina Mossello
Jakub Nowicki
Pawet Paszkowski
Pavel Rutski
David Suarez
Dominika Szot
Inaki Valladares
European Localization
Programming
Mario Bergantinos
Inigo Bermejo
Norbert Horvath
Alexander Kornberg
Maciej Kos
Daniel Kroner
Eugeny Kuchigin
Liliana Morosini
Marco Nicolino
Roman Rodriguez
Luis M. Ruano
Jose Ramon Santamarina
Javier Somoza
Jan Stanicek
Maciej Sytar
Gergo Szendy
Herve Throuilh
Le Trait d’Union
Asian Localization Production
Jason Chen
Nice Lee
Ryan Reiji
Jazz Wang
Asian Localization Coordination
Diane Ng
Asian Localization Programming
Abdool Gafoor
Kiong Hieng Ong
Lei Tan
Frank Wang
Asian Localization Team
Jianwei Chin
Mitsuo lijima
Sky Lin
Robin Lian
Yuan Wei Adrian Lim
Seiichi Nakamura
Chin Ang Ng
Rizal Raub
Atsuko Saso
Eileen Su
Takeshi Sugiura
Miki Suzuki
Takaaki Suzuki
Derek Tan
Lei Tan
prunagames*cam
Tuck Yee Tham
Jijin Yang
Bonam Yu
MOTION CAPTURE
Motion Capture Facility
EA World Wide Motion Capture
Studio
Motion Capture Lead
Vince Ng
John Mayhew
Additional Motion Capture
Sara Cameron
Eldon Derksen
Atlin Fraser
Ryan Hietanen
Blair Leckie
Cory Permack
Kristy Sorgard
Marie Tai
Motion Capture Talent
Jeffrey Fisher
Damien King
Paul Lazenby
Brett Queen
Jason Wingham
Donovan Stinson
MUSIC TEAM
Executive Music Producer
Steve Schnur
Music By
Michael Giacchino
Orchestrators
Tim Simonec
Chris Tilton
Jennifer Hammond
Marshall Bowen
Chad Seiter
Mark Gasbarro
Larry Kenton
Peter Boyer
Dominik Hauser
Brad Dechter
Music Copyist
Gregg Nestor
Conducted by
Tim Simonec
Richard Rintoul
Contracted by
Reggie Wilson
Connie Boylan
Recorded and Mixed by
Dan Wallin
Recordist
Greg Dennen
Paul Wertheimer
Score Assistant
Andrea Datzman
Music Editor
Alex Levy
Assistant to Music Editor
Paul Apelegren
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
I^Mi nAI 1 ■! IIONOU*
Iwfrb©rnE
Recorded at the Eastwood Scoring Stage
and Paramount Stage “M”
EALA MASTERING LAB
Louis Burgueno
John Freeman
James Geiger
MARKETING AND PUBLIC RELATIONS
Marketing VP
Clive Downie
Marketing Director
Craig Owens
Product Manager
Jim Ferris
Public Relations Manager
Brooke Cahalane
This game is not endorsed by, approved by, or associated with the U.S. Department of Defense.
LICENSED TECHNOLOGY
Unreal® Engine
Copyright 1998-2007, Epic Games, Inc. All rights reserved.
Unreal® is a registered trademark of Epic Games, Inc.
KYNOGON
Uses Kynapse, © 2003-2007 Kynapse.
Kynogon and Kynapse are registered trademarks of Kynogon S.A. All rights reserved.
See www.kynogon.com for more information.
Punkbuster
Even Balance, Inc.
This product contains software technology licensed from 0n2 Technologies, Inc. 0n2 technology © 2003 0n2 Technologies, Inc. All rights
reserved.
MPEG Layer-3 audio coding technology licensed from Fraunhofer IIS and THOMSON multimedia.
SPECIAL THANKS
To everyone at EALA for their support, especially Louis Castle, Doug Church, Mike Verdu, and all the other product teams at EALA, and Jonathan
Lutz, Peter Navin, Arcadia Kim, Alex Plachowski, Joe Aguilar, David Alvarez, Steve Arnold, Vanessa Auerswald, Staci Goddard, Wayne Hall,
Charles Hamilton, Jimmie Harlow, Jason Harrell, Tu Holmes, Isaac Lee, William Lee, Michael Levitt, Mick Love, Daniel Pickett, Charles Polanski,
Keith Price, Ray Robinson, Tim Sabourin, Scott Sinnott, Chris Taylor. And to everyone at Electronic Arts for their support: John Riccitiello, Bing
Gordon, Warren Jenson, Paul Lee, Frank Gibeau, Gerhard Florin, John Schappert, Gabrielle Toledano, Glenn Entis, Joel Linzner, Patrick O’Brien,
Marci Galea, Sue Garfield, Jake Schatz, Customer Quality Control, European Certification Group, WW Audit crew, Scott Taylor, Tom Boyd, and
Bharat Vasan, and everyone else at Electronic Arts.
Development Team
The team would like to thank their family and friends. Without their support, this game would not have been possible: Allana; Michael K.
Anderson; Xylia Arroyo; Campbell Askew; The Beranek Family; Valerie R. Lewis and Gregory B. Brazil; Brooks, Judy, and Randy Brown; Magnolia
Busse; Jeremy Cain; Crocko and El Capitan; The Cham Family; Diane, Jeffrey and Danny Charvat; Evan Chen; Jenny and Isabella Chow; Lisa
Christey; The Colgan Clan; Sunshine Cook; Tim Coolidge; Robin and Sophia Dargie; Narayan and Shapna Das and the Das family; Ryan Davidson;
Rebecca and Henry Deane; Deborah; Mike DiDonato; Marianna, Random and Rhyme Dochtermann; Stephanie Dudley; Kristin Fitzsimmons; Jen
Fox; Meg Marie Ford; Sarah Garbett; Rena Hattori; Christy Hendrickson and the Hendrickson Family; Cristina Garza; Bruce and Maria Heck;
Felicity and Zoie Hendricks; Wako Huang; Patricia Jacobson; Sandhya and Jasmine; El Jorge; Dan King; Amy Kono; Anne Sawvell, Cole and Bryn
Lackey; Emilie Lanquetot; Yemisi and Funmilayo Lasekan; Andrew, Rebecca, Emilio, Michela and Shawn Lawlor; Lydia Lee; Sunny Lee; Winnie and
Aaron (the 1st airborne baby) Licht; Mechelle Lois and Toshi Carson-Lois; Lorrie; Helena, Charlie, Anna and Pocky Marsala; Danielle, Samantha
and Maxwell; Minou and crossie; Barbara, Sherman, Ida, and Casey Moldavon; Jennie Morse; Ms. Panda; Mary and Isabelle Paquette; William
Perkins; The Poon family; Ian “The Professional” Porter; Koa Ramirez; Shawna Rohr; Sarah, Delia; Lila, and Rome; Evelyn Schiff; Anthony
Scott; The Sheehan Family; Amber Dempsey Shikuma; Trevor Somers; The Spiteri Family; Sara and Phoebe Stein; Setsu, Marinah, and Yasmine
Tamura; Yolanda Tang; Sandra Thomas; Aja Reign Topps-Harjo; Avery Goldstein and Marlon Trama; Yaleny Valdes; Kelly Valdivia, and the Valdivia
family; The Valentin Family; Yumiko Wilson; Anita Yip.
The Airborne team would also like to thank members of the 82nd Airborne, currently active or retired from service. And to all the
United States armed forces around the world, to Mike “Sarge” Embley, to Victoria Leslie and others who work for the Congressional
Medal of Honor Society, to the National World War II Museum, the Imperial War Museum, the Airborne Museum Hartenstein, and to
combat re-enactors, historic warbird owners, pilots, and restorers, you have been an inspiration to us in the making of this game.
Finally, the team would like to give their special thanks to the passionately devoted Medal of Honor community. You guys rock!
Marketing Assistant
Bryce Yang
Marketing Assistant/ Assistant Video
Editor
Abby Zirkle
Marketing Video Editor
Christopher Harris
European Marketing Team
Rafael Martinez
Peter O’Reilly
Asia Pacific Team
Liam McCallum
Karen Poison
Sergio A. Salvador
Nana Takahashi
Documentation
Sharon Ortiz
Documentation Layout
John Burns
Nathan Carrico
Additional Marketing and PR:
Simon Bull
Sara Marshall
Mike Maser
Jon Rissik
Abby Topolsky
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
PMflUl 1 'i IIONOI^
ByiRB0RNE|
Blumenson, Martin. US Army in World War II: Salerno to
Cassino. Washington, D.C.: Center of Military History, 1993.
Perret, Geoffrey. There’s a War to be Won: The United States
Army in World War II. New York, Ballantine Books, 1991.
Garland, Albert N., Lt. Col., and Howard McGraw Smyth.
US Army in World War II: Sicily and the Surrender of
Italy. Washington, D.C.: Center of Military History, 1993.
Harrison, Gordon A. US Army in World War II: Cross-
Channel Attack. Washington, D.C.: Center of Military
History, 1993.
MacDonald, Charles B. US Army in World War II: The Last
Offensive. Washington, D.C.: Center of Military History, 1993.
. US Army in World War II: The Siegfried Line Campaign.
Washington, D.C.: Center of Military History, 1993.
Megellas, James. All the Way to Berlin. New York: Random
House, 2003.
Rottman, Gordon L. US Airborne Units in the Mediterranean
Theater 1342-44. New York: Osprey Publishing, 2006.
. World War II Airborne Warfare Tactics. New York:
Osprey Publishing, 2006.
Smith, Carl. US Paratrooper 1941-1345. New York:
Osprey Publishing, 2000.
Zaloga, Steven J. US Airborne Units in the ETO 1944-45.
New York: Osprey Publishing, 2007.
. Utah Beach and the US Airborne Landings. New
York: Osprey Publishing, 2004.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.